TEXT: A N  e 2 3  A D V E N T U R E  S E T T I N G  
  f o r  G U R P S ® f r o m  
  S T E V E  J A C K S O N  G A M E S
  F O R  3  T O  6  P L A Y E R S
  TM
  Welcome to The Temple of the Lost Gods! This
  multi-purpose setting can serve as the starting point,
  base of operations, scenery, or goal of a wide variety
  of adventures. Follow along and watch it from its
  glorious beginning, through its growth over the cen-
  turies, to its eventual collapse and decay. Each peri-
  od offers different adventuring opportunities; differ-
  ent adversaries, and ideas how to slot the Temple into
  your current campaign, whatever, wherever, or
  whenever it may be. 
  This book uses a quick and easy abridgement
  of the GURPS rules called GURPS Lite, designed
  to get you – and your players – right into the
  action. 
  GURPS Lite
  is 
  available 
  free 
  at
  www.sjgames.com/gurps/lite.
  About the Author
  Chad Underkoffler is an editor for a telecommu-
  nications standards body by day and a freelance
  game writer by night. He’s been gaming since 1981,
  to the confusion of his family. His column
  “Campaign in a Box” appears bimonthly in Pyramid
  (www.sjgames.com/pyramid/) along with several arti-
  cles, he’s written for Atlas Games’Unknown Armies
  line, and his website can be found at www.geoci-
  ties.com/chadu/. This is his first campaign creation
  for Steve Jackson Games. He lives in Alexandria,
  Virginia, with his wife Beth and their two black cats.
  e23.sjgames.com
  Stock #82-0006
  Version 1.0 August 23, 2004
  STEVE JACKSON GAMES
  ®
  GURPS,  Warehouse 23, and the all-seeing pyramid are registered trademarks of  Steve
  Jackson Games Incorporated. Pyramid, Temple of the Lost Gods, e23, and the names of all
  products published by Steve Jackson Games Incorporated are registered trademarks or trade-
  marks of Steve Jackson Games Incorporated, or used under license. Some art copyright ©
  2004 www.clipart.com. All rights reserved. Temple of the Lost Gods is copyright © 2004 by
  Steve Jackson Games Incorporated. 
  The scanning, uploading, and distribution of this material via the Internet or via any other
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  Written by Chad Underkoffler
  Edited by Scott Haring
  Illustrated by Bob Stevlic, Dan Smith,
  and Guy Burwell
  Maps by Scott Reeves
  Temple of the Lost Gods
  
  THE TEMPLE OF THE LOST GODS
  2
  1. THE HISTORY OF THE TEMPLE
  OF THE LOST GODS  . . . . . . . . 3
  THE FAITH OF THE LOST GODS  . . . . . . . . . . . . . . . . . 3
  GURPS Temple of the Lost Gods  . . . . . . . . . . . . . 3
  The Kingdom of Darliku . . . . . . . . . . . . . . . . . . . 3
  The Solar Pantheon . . . . . . . . . . . . . . . . . . . . . . . . 4
  Phase 1: The Founding of the Temple  . . . . . . . . . 4
  List of Known Gods . . . . . . . . . . . . . . . . . . . . . . . . 5
  A Few Lost Gods and Their Function  . . . . . . . . . 5
  Special Holidays  . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  The Symbol of the Faith  . . . . . . . . . . . . . . . . . . . . 6
  The Golden Feathers of Zedev  . . . . . . . . . . . . . . . 6
  Holy Books . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Challenges of the New Faith . . . . . . . . . . . . . . . . . 7
  Madat, the First Priest . . . . . . . . . . . . . . . . . . . . . 7
  Phase 1 Adventure Seeds . . . . . . . . . . . . . . . . . . . . 8
  Temple Areas  . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  THE FOUNDING OF THE TEMPLE  . . . . . . . . . . . . . . . . 9
  The Role of Temple Priests . . . . . . . . . . . . . . . . . 9
  HYPOCAUST . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  PHASE 2: THE GOLDEN YEARS OF GROWTH  . . . . . . . 11
  Growth of the Faith of the Lost Gods  . . . . . . . . 11
  Changes in the Priests of the Solar Pantheon  . . 12
  Changes in the Faith and the Priesthood  . . . . . . 12
  Changes in the Role of Temple Priests  . . . . . . . . 13
  Priest-Devotees  . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  Phase 2 Adventure Seeds . . . . . . . . . . . . . . . . . . . 14
  THE GOLDEN AGE OF GROWTH . . . . . . . . . . . . . . . . 15
  Priest-Wanderer Azeeg (the Small)  . . . . . . . . . . 15
  Temple Expansion  . . . . . . . . . . . . . . . . . . . . . . 15
  UNDERGROUND  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  PHASE 3: THE MADNESS PLAGUE  . . . . . . . . . . . . . . 16
  A Sickness of Sanity . . . . . . . . . . . . . . . . . . . . . 16
  Origins of the Madness Plague . . . . . . . . . . . . . . 17
  Rules for the Madness Plague . . . . . . . . . . . . . . . 18
  Phase 3 Adventure Seeds . . . . . . . . . . . . . . . . . . . 19
  Changes in the Kingdom . . . . . . . . . . . . . . . . . . 19
  Changes in the Faith and the Priesthood  . . . . . . 20
  Priest-Finder Danvik . . . . . . . . . . . . . . . . . . . . . 20
  THE MADNESS PLAGUE  . . . . . . . . . . . . . . . . . . . . . . 21
  Repairs & Additions in the Plague Years . . . . . . 21
  The Final Crisis  . . . . . . . . . . . . . . . . . . . . . . . . 21
  UNDERGROUND  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
  PHASE 4: THE YEARS OF BLOOD  . . . . . . . . . . . . . . . 22
  Domestic Troubles in the Kingdom . . . . . . . . . . 22
  Foreign Invasion . . . . . . . . . . . . . . . . . . . . . . . . 22
  Changes in the Faith and the Priesthood  . . . . . . 23
  Changes in the Role of Temple Priests  . . . . . . . . 23
  Priest-Defenders  . . . . . . . . . . . . . . . . . . . . . . . . . 23
  Consolidation and Fortification of the Temple . . 24
  Luessa, Priest-Devotee of Rybeal  . . . . . . . . . . . 24
  The Shield of Mists  . . . . . . . . . . . . . . . . . . . . . . . 24
  THE YEARS OF BLOOD  . . . . . . . . . . . . . . . . . . . . . . . 25
  Phase 4 Adventure Seeds . . . . . . . . . . . . . . . . . . . 25
  UNDERGROUND  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
  Defender-Devotee Luessa  . . . . . . . . . . . . . . . . . 26
  Restoration or Desolation  . . . . . . . . . . . . . . . . . 27
  PHASE 5: THE LAST PRIEST . . . . . . . . . . . . . . . . . . . 27
  Ayzhurov, the Last Priest  . . . . . . . . . . . . . . . . . 27
  Phase 5 Adventure Seeds . . . . . . . . . . . . . . . . . . . 27
  Changes in the Faith and the Priesthood  . . . . . . 28
  Changes in the Days of the Last Priest  . . . . . . . 28
  The Husbandry Pit  . . . . . . . . . . . . . . . . . . . . . . . 29
  THE LAST PRIEST . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
  The Apotheosis Tomb . . . . . . . . . . . . . . . . . . . . . . 30
  UNDERGROUND  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
  Temple Timeline . . . . . . . . . . . . . . . . . . . . . . . . . . 31
  2. THE TEMPLE COMPLEX . . . . 32
  PHASE 6: THE WORLD ABIDES  . . . . . . . . . . . . . . . . 32
  Important Considerations  . . . . . . . . . . . . . . . . . 32
  Who (or What) Inhabits the Temple Now?  . . . . 33
  Chimerae  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
  Surface Map  . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
  THE WORLD ABIDES  . . . . . . . . . . . . . . . . . . . . . . . . 34
  Secret Doors . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
  Temple Traps  . . . . . . . . . . . . . . . . . . . . . . . . . . 35
  Underground Map . . . . . . . . . . . . . . . . . . . . . . . 36
  UNDERGROUND  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
  What’s the Last Priest Doing?  . . . . . . . . . . . . . . 37
  How Many Priests?  . . . . . . . . . . . . . . . . . . . . . . . 38
  The Eye of Truth  . . . . . . . . . . . . . . . . . . . . . . . . . 39
  Where’s the Treasure?  . . . . . . . . . . . . . . . . . . . . . 39
  The Mirror of Heaven  . . . . . . . . . . . . . . . . . . . . . 40
  The Gods Magnet  . . . . . . . . . . . . . . . . . . . . . . . . 40
  Hooking Up the Juice  . . . . . . . . . . . . . . . . . . . . . 41
  3. USING THE TEMPLE  . . . . . . . 42
  BASIC CONCEPTS  . . . . . . . . . . . . . . . . . . . . . . . . . . 42
  The Lost Gods  . . . . . . . . . . . . . . . . . . . . . . . . . 42
  Priest Power  . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
  Relationship to the PCs . . . . . . . . . . . . . . . . . . . 42
  Future Events  . . . . . . . . . . . . . . . . . . . . . . . . . . 43
  GENRE AND SETTING MODIFICATIONS . . . . . . . . . . . . 43
  Fantasy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
  Historical, More-or-Less . . . . . . . . . . . . . . . . . . 44
  Valley Invaders! . . . . . . . . . . . . . . . . . . . . . . . . . . 44
  Modern Day  . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
  Horror  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
  Science Fiction  . . . . . . . . . . . . . . . . . . . . . . . . . 46
  THE TEMPLE RAIDERS CAMPAIGN (PHASE 6)  . . . . . . 46
  Setup  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
  Neighbors of the Valley  . . . . . . . . . . . . . . . . . . . . 46
  Why Should We Care?  . . . . . . . . . . . . . . . . . . . 47
  Gwen Jaworski, ForeCorp Team Leader  . . . . . . 47
  Outfitting an Expedition  . . . . . . . . . . . . . . . . . . 48
  Traveling Into the Misty Valley . . . . . . . . . . . . . 48
  Interference  . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
  Finding the Temple . . . . . . . . . . . . . . . . . . . . . . 49
  Exploration . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
  Confrontation  . . . . . . . . . . . . . . . . . . . . . . . . . . 49
  Aftermath & Ramifications . . . . . . . . . . . . . . . . 49
  APPENDIX: ADDITIONAL RULES 50
  ADVANTAGES, DISADVANTAGES, AND SKILLS  . . . . . . 50
  Advantages . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
  New Advantages . . . . . . . . . . . . . . . . . . . . . . . . 51
  Skills  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
  New Skills  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
  REALM AND TEMPLE MAGIC SYSTEM . . . . . . . . . . . . 52
  Basic Concepts  . . . . . . . . . . . . . . . . . . . . . . . . . 52
  Wizards vs. Priests . . . . . . . . . . . . . . . . . . . . . . . . 53
  Wizard-Priests  . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
  Synergy of Magic . . . . . . . . . . . . . . . . . . . . . . . . . 54
  Learning Realm and Temple Magic  . . . . . . . . . 54
  Way & Word Choics  . . . . . . . . . . . . . . . . . . . . . . 55
  The Way of What?  . . . . . . . . . . . . . . . . . . . . . . . . 55
  Casting Spells . . . . . . . . . . . . . . . . . . . . . . . . . . 56
  Spontaneious Spells vs. Set Spells . . . . . . . . . . . . 56
  Building Set Spells  . . . . . . . . . . . . . . . . . . . . . . 57
  Spell Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
  Learning Set Spells Without the Relevant Way . . 61
  TABLES OF THE LOST GODS . . . . . . . . . . . . . . . . . . . 62
  ALPHABETICALLY BY NAME . . . . . . . . . . . . . . . . . . . 62
  ALPHABETICALLY BY SPHERE OF INFLUENCE . . . . . . . 65
  CHRONOLOGICALLY BY HOLY DAY . . . . . . . . . . . . . . 68
  
  Over several centuries, the Temple of the Lost
  Gods served as a source of knowledge, comfort, and
  meaning to the people of the kingdom of Darliku.
  But, like all things, the Temple, its faith, its follow-
  ers, and Darliku itself withered into the dust of histo-
  ry. Follow now the rise and fall of the Temple of the
  Lost Gods.
  The Faith of
  the Lost Gods
  As revealed to Madat, the First Priest, by Zedev
  the Messenger: A thousand years ago, the gods
  fought a mighty war in heaven. The skies raged, the
  earth shook, and the seas boiled as their fell weapons
  clashed and rang. It is unknown what the war was all
  about – Zedev refused to tell Madat – but the First
  Priest believed it had to do with humanity. After
  decades of bloody conflict, something terrible hap-
  pened.
  Against their wills, the warring gods were flung
  away from the world, cast into Heaven at great
  speed. So fast, in fact, that for centuries, their divine
  powers could not even slow them down, much less
  return them to the world. The gods found themselves
  scattered in the darkness of the night sky. Three hun-
  dred and sixty of those bright pinpricks that people
  name “stars” are actually Lost Gods.
  Meanwhile, back on the world, those gods and
  spirits who had refused to take up arms in the War
  assumed the positions and roles of the missing. The
  Sun is not the first solar deity the world has known,
  and the Moon himself was born of commingled
  THE TEMPLE OF THE LOST GODS
  3
  1.The History of
  the Temple of the
  Lost Gods
  GURPS TEMPLE OF
  THE LOST GODS
  This setting is intended to be used with
  the GURPS Lite rules – available for free
  at www.sjgames.com/gurps/lite – along
  with the additional rules found in the
  Appendix, pp. 50-61.
  THE KINGDOM OF
  DARLIKU
  Darliku is a medium-sized nation. Half
  of the land is broad, temperate plains, the
  other half is rolling, forested hills. The
  largest city is the capital, Fizvarlu, with a
  population of around 50,000. Common
  trade goods are millet, rye, oats, and
  apples, as well as copper mined from the
  mountains on the southern border.
  At the beginning of the Phase 1 period
  (p. 4), King Gwithdor rules Darliku. His
  warband is composed of wealthy noble-
  men, and the wizard and spymaster Madat
  supports his reign. While magic exists, it is
  only within the past century that it has
  been made to work for the kingdom rather
  than against it (in the form of evil magi-
  cian-warlords). Through Madat’s wiles
  and skill, King Gwithdor successfully
  strengthens the boundaries of his realm
  against his raid-happy neighbors. He then
  passes his crown to his son, Gwindku,
  who is counseled by Madat’s daughter, the
  wizard Rayda.
  
  divine and human blood (that is why he wanes and
  vanishes from the skies: he must rest his human half
  one night each month). Alas, while the New Gods
  have learned quickly and often try their best, they
  cannot entirely fulfill the Lost Gods’ responsibilities
  – and that is why there is unnecessary pain, sadness,
  sickness, and death. If the Lost Gods could return, all
  would be set right, and such things would only hap-
  pen for a reason.
  The return of the Lost Gods is the mission of the
  Temple and the faith. According to The Testament of
  the Messenger, “the prayers of the faithful are as a
  path through the forest, as a beacon in the night, as a
  rope thrown to a drowning man.” To this end, the
  priests of the Temple direct their prayers skyward in
  the Rite of Rescue, concentrating on a specific star
  each night and the following day, to lead the Lost
  God home. Down this path of devotion, the Lost God
  may send powers and knowledge to his rescuers,
  even as he speeds along it toward the world.
  The orisons of the pure shine brighter in the Lost
  Gods’ eyes. For that reason, each priest and partici-
  pant in the Rite of Rescue must strive to embody the
  Tenets of Virtue (Generosity, Hospitality, Hope, and
  Aptitude) as best they can. Each night of the year –
  except August 19th, the day reserved to the memory
  of the Messenger, Zedev, the Lord of Speed – the
  Rite of Rescue is performed, directed at a specific
  Lost God. The remaining five days of the year (six in
  a leap year), the High Priest decides which Lost
  God’s knowledge is most needed in the world at the
  moment, and directs the Rite of Rescue at that par-
  ticular deity.
  Phase 1:The
  Founding of
  the Temple
  Before the Messenger fell from the sky, Madat
  had a long career as the first wizard to the royal court
  of Darliku. When his beloved wife died, the heart
  seemed to go out of him – he stayed on purely out of
  duty. When King Gwithdor sickened and turned over
  the throne to Crown Prince Gwindku, Madat finally
  retired from court to manage his provincial estate.
  His daughter, Rayda, remained in the capital to sup-
  port the new King Gwindku as court wizard.
  Madat spent his retirement roaming the rolling
  hillsides of his property and conducting long-delayed
  magical research. With wry humor and a keen eye
  sharpened by court intrigues, he easily deflected or
  avoided the petty political machinations of his coun-
  try neighbors. With only a single servant, he lived a
  quiet, introspective life for a handful of years, until
  he found religion – or, more precisely, religion found
  him.
  One winter, the appearance of a new comet in the
  night skies was the talk of the village. Adelegation of
  his neighbors came to Madat, to ask him to use his
  THE TEMPLE OF THE LOST GODS
  4
  THE SOLAR PANTHEON
  The most common faith of the kingdom
  during Phase 1 is belief in a pantheon of
  anthropomorphic gods, with the solar deity
  (the Sun) as heavenly king; the other gods
  (like the Moon Demigod, Earth Goddess,
  Lord of the Hunt, Goddess of the Dawn,
  Lady of Fire, etc.) make up his court.
  This religion has an intriguing concept
  of the afterlife. When living things die,
  they release their moisture-souls into the
  air. These souls collect into clouds and
  float through the sky until the Lord of
  Storms and Death determines that
  “enough” have collected. Then, the god
  makes it rain, and the souls fall back to
  earth as water. Plants absorb the rain, peo-
  ple and animals drink it, and in due course,
  souls pass into the consumers’ children.
  The unlucky or ill-favored dead are
  doomed to collect in isolated stagnant
  pools, where they generate noxious weeds,
  molds, insects, amphibians, and reptiles.
  Until they evaporate, they must expiate
  their sins in this form.
  The biggest difference between the
  priesthood of the Solar Pantheon and that
  of the Lost Gods is magic. Only those
  lucky few who already possess the talent
  before they enter the priesthood can bene-
  fit from the magical knowledge of the
  Solar Pantheon, whereas all who become
  priests of the Lost Gods gain Magery (see
  p. 50). This disparity of power is perhaps
  the largest issue standing between the two
  groups of clergy, if not the two faiths.
  
  arts to determine what sort of omen this fiery-tailed
  star was for the coming sowing season. With a laugh,
  Madat agreed to look into it. What he found shocked
  him to the marrow.
  The object wasn’t a comet. Whatever it was,
  though, it was fast, powerful, and coming straight
  toward the world. Even his mastery of the Way of
  Knowledge (see p. 58), honed in decades of espi-
  onage and divination for the King, availed him noth-
  ing. He turned to more mundane research, sending
  for books, sages, and prophecies. He even consulted
  with the priests of the Solar Pantheon, despite his dis-
  taste for them. None of them had answers. He could
  only watch and wait as the burning thing drew clos-
  er, growing ever larger in the sky. It would strike the
  world that summer.
  A week after Midsummer night, the peaceful
  countryside was awakened by a crack of thunder that
  rattled chimneys and knocked down trees. The burn-
  ing star screamed down, down, down, and smashed
  into a hillside. A flash of light illuminated the dark-
  ness; the earth quaked. Curiosity battled with fear in
  Madat’s soul, but it was in the end no contest: he
  sought out the crater, and the answer to the mystery
  that had plagued him for months. That answer was
  stranger than he could have dreamt.
  THE TEMPLE OF THE LOST GODS
  5
  LIST OF KNOWN LOST
  GODS
  Much is unknown about the Lost Gods;
  many of their names and powers have
  slipped beneath the sands of time. In Phase 1,
  the Temple knows the names, spheres of
  influence, and position in the night sky for
  only 220 of the 360 Lost Gods. The names
  and locations – but not spheres – are known
  for some, the spheres and locations – but not
  names – are known for others, and there are
  a number of deities who are only identified
  by their positions in the heavens.
  In cases where information is lacking on
  the divinity being prayed to that day, the Rite
  of Rescue is still performed. The Lost God is
  addressed as best as the priests can, along the
  formula of “Oh, mysterious Karposk, hear
  us!” or “Unknown Lady of the Oaks, hear
  us!” or “Oh mysterious and unknown divini-
  ty, hear us!” However, some of the Temple
  priests on these days do not offer devotions;
  instead, they take the role of “Seeker,” open-
  ing their minds to the Lost God of that loca-
  tion, trying to understand who and what the
  deity is. After the Rite, they individually
  report to the High Priest their impressions
  and experiences during this meditation.
  When four Seekers agree on the particulars
  of the Lost God – name and function – the
  newly-discovered information is entered into
  the Codex of Names as truth, and the four
  priests gain the rank of “Priest-Finder” (see
  p. 10).
  A Few Lost Gods and Their
  Functions
  Here is a sample list of the names of some
  of the Lost Gods, their sphere of influence
  (that is, the knowledge and power they can
  share with their faithful), and the month and
  day of each year dedicated to them. For more
  complete lists of the Lost Gods – sorted
  alphabetically by name and by sphere, and
  chronologically by date – please see the
  Appendix, pp. 62-72.
  Lost God
  Function
  Day of Worship
  Mikarvox
  Needles
  January 17
  Seeltharee
  Healing
  February 2
  Theendaro
  Dogs
  March 9
  Rybeal
  Swords
  April 17
  Ardoon
  Cooking
  May 3
  Rausperd
  Preservation
  June 1
  Aytamz
  Freedom
  July 15
  Nivokad
  Magic
  August 6
  Gulidu
  The Sea
  September 28
  Kaim
  Change
  October 31
  Pibaz
  Fire
  November 13
  Koari
  Time
  December 20
  SPECIAL HOLIDAYS
  There are two days of special interest to fol-
  lowers of the Lost Gods: Godsfall (August 19),
  a somber day of meditation commemorating
  the night when the Messenger crashed into the
  world, and Madat’s Birthday (February 13), a
  raucous celebration, usually involving copious
  amounts of food and drink and a number of
  very silly games (this is also the holy day of the
  thus-far nameless Lost God of Festivity).
  
  In the middle of a crater the size of Madat’s tower
  lay a gigantic, naked man. He had wings feathered in
  gold, silver, and ebony. He bore scars and burns over
  every inch of his well-muscled body. He was Zedev,
  Messenger of the Lost Gods, Lord of Speed, and he
  was dying.
  Madat tried to help him, to ease his pain, to heal
  his wounds – but all his magic was but a damp cloth
  held to a bonfire. The god’s wings still smoldered as
  his great golden eyes opened and looked upon the
  wizard. The Lord of Speed smiled, and then opened
  his mouth. A cacophony poured from his lips, like a
  thousand musicians all playing different instruments.
  The sound knocked Madat off his feet and rendered
  him insensible. The old wizard was unconscious
  when the god died and crumbled to ash.
  The handful of seconds of Zedev’s speech
  unreeled itself in Madat’s dreams: it was as if the god
  had spoken to him for days upon days, explaining the
  War in Heaven, the situation of the Lost Gods, and
  the Rite of Rescue, as well as the positions for all of
  them in Heaven and a list of their names (interrupted
  before completion by the Messenger’s abrupt death).
  The Lord of Speed had flown for hundreds of years,
  at speeds unimaginable to mere mortals, to come to
  the one man in the world who could help bring the
  Lost Gods home.
  THE TEMPLE OF THE LOST GODS
  6
  THE SYMBOL OF THE
  FAITH
  The symbol of the faith is a lantern, its gold
  flame in the shape of a five pointed star. Often
  worn as an amulet around the neck, some
  priests of the Temple carry banded staves that
  bear a small, functional lantern on their head.
  THE GOLDEN FEATHERS
  OF ZEDEV
  All that remained after the Messenger of
  the Lost Gods crumbled to dust were these 12
  golden feathers. They throb with magical
  power, and seem to be constantly straining to
  fly. Through Madat’s arts and “conversation”
  with the dead Lord of Speed, he knows of
  their unique power: if a person holds one, and
  says aloud where he wishes to go (even if he’s
  never been to that place before or knows
  where it is), the feather will fly him there safe-
  ly in the blink of an eye. The feather will then
  fade to silver. A silver feather can be used
  once more before turning dull black and dis-
  integrating.
  The user may carry up to five tons of
  weight; “carrying” in this case means any-
  thing the user is touching, except for the sur-
  face he is standing on or in (earth or water, for
  example). The maximum range of the feath-
  ers’ flight is unknown, but can doubtless take
  the user anywhere in the world.
  Two of the feathers have been incorporat-
  ed into the construction of the Starlight Bath
  (see p. 9). This font bequeaths magical power
  to faithful worshippers of the Lost Gods if
  they are immersed during the night of
  Godsfall.
  HOLY BOOKS
  Three holy books are the foundations of
  the faith and daily operations of the Temple of
  Lost Gods:
  The Testament of the Messenger: After he
  fell from the sky and before he died, Zedev,
  the Messenger of the Gods, dictated this short
  book to the First Priest, Madat. It contains the
  story of the War in Heaven, the fate of the
  Lost Gods, the Rite of Rescue, and the Tenets
  of Virtue.
  Madat’s Commentaries: This bulky tome
  is concerned with the First Priest’s writings,
  elucidations, 
  and 
  reflections 
  on 
  The
  Testament of the Messenger, but also contains
  a hodge-podge of other material: details on
  his life before the Messenger; comments on
  astronomy, literature, and botany; an essay on
  humor and hope; details on various dreams
  he’d had the week after Zedev’s death; ideas
  on how to spread the Faith; and a rough out-
  line of the responsibilities and duties of the
  Temple priesthood, detailing daily, monthly,
  seasonal, and annual concerns, as well as
  guidelines on how to analyze the reports of
  Seekers.
  Codex of Names: This work continues to
  grow each year, and lists the names, func-
  tions, locations in the sky, and proper day of
  worship of each Lost God, and adds new
  information as it is found. It also names the
  four Priest-Finders who ascertained the par-
  ticulars of each unknown divinity.
  
  When he woke, Madat knew what he had to do.
  He sifted the ashes of the god for the last dozen gold-
  en feathers of his wings, and summoned a wind to
  blow the Messenger’s remains to the four quarters.
  Then he went home, and began to transcribe The
  Testament of the Messenger as it unfolded itself in his
  mind.
  Challenges of the
  New Faith
  There are five main challenges in these early days
  of the Faith of the Lost Gods. All can serve as fodder
  for adventures and campaigns set in this Phase (also
  see Phase 1 Adventure Seeds, p. 8). Suggestions for
  involving the adventurers in these challenges are
  given below.
  Understanding
  Madat’s primary challenge, as First Priest, is
  understanding The Testament of the Messenger and
  the scope of what he has been asked to do. After he
  assuages his obsessive need to record the knowledge
  granted to him by the dying god, he’ll need to spend
  time thinking about it. He will approach trusted
  friends, knowledgeable sages, other wizards, priests
  of any and all faiths, and even the common folk to
  debate topics raised by his new insight. (“Is pain nec-
  essary, after it has signaled physical or mental dis-
  tress, and the victim is actively seeking to deal with
  that pain? What do you think, plowboy?”) Strange
  rumors will spring up about him and “the softening”
  of his once keen mind . . . and a powerful senile wiz-
  ard is definitely something to be concerned about.
  While trying to understand, he will begin writing
  Madat’s Commentaries.
  The new King (or his Royal Wizard) may dispatch
  loyal, discreet courtiers to check up on the old man.
  Or Madat may approach a group of PCs for an oddly
  ominous philosophical discussion, whether they are
  experts in their field or mere passersby. Perhaps one
  of them offers a final piece of advice, observation, or
  opinion that solves the puzzle for the old wizard.
  Proselytizing
  Once Madat comprehends his mission, he will
  begin to seek out followers, especially those who can
  aid his mission of calling the Lost Gods home. This
  means he seeks out people who are unwittingly fol-
  lowing the Tenets of Virtue (Generosity, Hospitality,
  Hope, and Aptitude), with a slight (unconscious) bias
  toward the aristocratic class and those gifted with
  magical abilities. Regardless, Madat will not turn any
  away who possess sincere intent to aid the Lost Gods
  and their fellow man, unless selfish interest (i.e.,
  joining simply to gain magical powers) is their main
  reason for joining.
  Conversion attempts follow a general pattern: the
  Faith offers an explanation for why the world is the
  way it is – without truly marginalizing or speaking
  against the existing religions of the world. Then, the
  priest appeals to simple kindness, by comparing the
  Lost Gods in the depths of heaven to humans who
  get lost in the woods. Most proselytizing is done in a
  low-key fashion: this new faith wants honest and
  pure believers, not just “joiners.”
  Madat, the First Priest
  250 points
  Late 50s; 5’11”; 190 lbs.; bald, cold gray eyes;
  dressed in fine – but patched – robes.
  Attributes: ST 10 [0]; DX 11 [10]; IQ 13 [30]; HT 10
  [0].
  Speed 5.25; Move 5.
  Advantages: Clerical Investment 5 (High Priest)
  [25]; Extra Fatigue +5 [15]; Literacy [10]; Magery
  3 [35]; Status 2 [10]; Temple Attunement [5].
  Disadvantages: Duty (Temple & followers, 15 or
  less) [-15]; Reputation (Senile former court wiz-
  ard; everyone, 15 or less) [-5]; Social Stigma
  (Weird cultist; -2 to nonbelievers, +2 to believers)
  [-10]; Struggling [-10].
  Quirks: Argumentative (will debate anything and
  everything for the fun of it); Calls all Solar
  Pantheon clergy “Sonny-boy,” regardless of sex or
  age; Likes to take daily long walks alone; Rather
  cautious. [-4]
  Skills: Acting-13 [2]; Area Knowledge (Darliku)-14
  [2]; Area Knowledge (Darliku’s neighbors)-13
  [1]; Astronomy-13 [4]; Bard-14 [4]; Botany-11
  [1]; Diplomacy-13 [4]; Fast-Talk-13 [2]; Forgery-
  11 [1]; Holdout-13 [2]; Interrogation-13 [2];
  Intimidation-13 [2]; Knife-11 [1]; Knife
  Throwing-11 [1]; Literature-10 [1]; Meteorology-
  13 [2]; Occultism-15 [6]; Research-14 [4];
  Riding-10 [1]; Savoir Faire-15 [4]; Shadowing-12
  [1]; Shortsword-10 [1]; Staff-11 [4]; Stealth-10
  [1]; Tactics-13 [4]; Teaching-13 [2]; Theology-13
  [4]; Traps-12 [1]; Writing-12 [1].
  Magical Skills & Set Spells: Realm Magic-18 [16];
  Way of Knowledge-18 [12]; Alter Memory
  THE TEMPLE OF THE LOST GODS
  7
  
  (Change Knowledge)-16 [4]; Liequeller (Control
  Knowledge)-18 [4]; False Memory (Create
  Knowledge)-16 [4]; Forget (Destroy Knowledge)-
  17 [4]; Sieve of Facts (Purify Knowledge)-18 [2];
  Detect Lies (Seek Knowledge)-18 [2]; Madat’s
  Remembrance (Preserve Knowledge)-18 [2];
  Temple Magic-17 [12].
  Equipment: Robes (PD 0, DR 0); sturdy boots; a
  lantern-headed staff (cr: sw+2, thr+2); 3 knives
  (cut: sw-2; imp: thr).
  Finances
  In these early days of the Faith, Madat will
  finance the establishment of the Chapel of the
  Messenger, provision his first disciples, and person-
  ally pay for the copying and printing of the Holy
  Books. While his estate is not exceptionally large, the
  land and appointments are of high quality, and will
  fetch a pretty sum. While his goal is to make the
  Temple a self-funding institution (by raising its own
  food and offering needed services to the local com-
  munity and kingdom in general), doing so will take
  time . . . Unfortunately, his resources will be com-
  pletely tapped long before his organization gets to
  that point, making him a near-pauper.
  After that point, when his tower, lands, and the
  least necessary of his portable possessions are sold,
  and the expenses of the Temple increase, he will be
  forced to raise money as best he can. Some ways
  Madat may do this could be (in rough order) hiring
  out his skills as a wizard, selling the titles his King
  bequeathed upon him, parting with some of his mag-
  ical library, or asking for donations of money or
  goods. Perhaps the PCs first hear of the Faith when
  they attempt to hire Madat for his wizarding skills.
  Or, if they are Madat’s disciples, they could be out
  channeling the powers of the Lost Gods in return for
  money, goods, or supplies for the Temple.
  Building
  Madat has sold all but a dozen square acres of his
  estate, upon which he will build the Temple. This
  plot of land includes the crater caused by the
  Godsfall, where the First Priest plans to construct the
  Chapel of the Messenger. Unfortunately, his powers
  do not run to earth and stone magics, nor does he (or
  his handful of followers) have more than a cursory
  knowledge of architecture – thus, Madat must hire
  skilled workmen to help him plan the edifice, build
  it, and appoint it. This is a great opportunity to get
  PCs involved, as craftsmen for the construction.
  Politics
  As the Faith of the Lost Gods becomes popular,
  two political situations will arise: one spiritual and
  the other secular.
  The priests of the Solar Pantheon will, no doubt,
  look upon the strange cult as an attempt to undercut
  their legitimacy and the validity of their faith. This
  will not make them happy: they will maneuver
  against this wizardly interloper. Unless the solar
  THE TEMPLE OF THE LOST GODS
  8
  PHASE 1 ADVENTURE
  SEEDS
  Colleagues & Rivals: The PCs are hired
  or ordered by a noble to investigate what
  the former Royal Wizard, Madat, is doing
  in his retirement. There have been rumors
  that he’s been dabbling in weird magics,
  speaking against the teachings of the Solar
  Pantheon, and even conspiring with
  strange, foreign wizards. The PCs must
  discover what he is up to, and report back.
  The First Disciples: The characters are
  among the first followers of Madat, and
  have dedicated themselves to helping him
  establish the Temple of the Lost Gods.
  Their first mission: carry a message to a
  foreign astrologer-wizard, asking for his
  advice on the construction of a naked-eye
  astronomical observatory.
  The Marriage of King and Wizard: The
  King has finally decided to make Rayda
  his bride. The King’s men have been
  ordered to bring her father – Madat – to
  Fizvarlu for the festivities, by hook or by
  crook. Unfortunately, the King believes
  the old man may have gone off his rocker,
  and may be dangerous . . . PCs could be
  agents of the King or Madat’s priestly
  attendants/bodyguards.
  Convocation: The King has had enough
  of the bickering between the Solar
  Pantheon’s priests and the adherents of the
  new Faith of the Lost Gods. He has com-
  manded that the High Priests of both reli-
  gions call a convocation, so that they can
  sit down and resolve their squabbling. PCs
  might be priests of the Solar Pantheon, dis-
  ciples of Madat, or secular advisors to the
  King sent to participate in the discussion
  and debate.
  
  priests can be convinced that the First Priest poses no
  threat to their faith, tithes, and perquisites, they will
  be against the Temple. Maybe the PCs are pantheon
  troubleshooters or devotees, agape and agog at this
  bizarre “cult” that has sprung up.
  The secular obstacle involves Madat’s past as
  Royal Wizard and de facto spymaster for the late
  King Gwithdor. King Gwindku is uncomfortable
  knowing that an aging man holds many of the secrets
  of the kingdom in what appears to be a rapidly
  decaying mind. Despite his regard for the old man
  (both personally and as the father of the woman he’s
  discovering he loves), he finds himself wondering
  what would happen if Madat went completely senile.
  Once he hears of the Temple, the King will believe
  the old wizard has finally cracked, and will seek to
  spirit him back to Fizvarlu. PCs may be warriors
  tasked with kidnapping Madat “for his own good.”
  Temple Areas
  In the beginning, the Temple of the Lost Gods is
  quite humble. There are five main areas: the
  Stargarden, Chapel of the Messenger, the Starlight
  Bath, the High Priest’s Quarters, and the Hypocaust.
  1. The Stargarden: Located outside of the Chapel
  proper, the Stargarden is an early version of a
  Stonehenge-like calendar/observatory. Using wood-
  en posts instead of standing stones, the Stargarden
  serves as a tool to help the priests of the Temple
  “aim” their prayers at the appropriate Lost God of the
  evening.
  2. The Chapel of the Messenger: Most of the inte-
  rior of the Chapel is taken up by the Chapel of the
  Messenger, which serves as meeting place,
  inclement weather worship site, priestly dormitory,
  and general storage. One end of the room has a
  slightly raised dais and unornamented pulpit, so that
  all attendees may see and hear the First Priest as he
  preaches.
  3. The Starlight Bath: In a small nook behind the
  pulpit is the Starlight Bath. The nook is gated and
  locked when not in use, and guarded by potent
  magic. The Bath itself is a large, burnished copper
  cauldron with a detailed intaglio of feathers on its
  outer surface. On Godsfall, the cauldron is filled with
  fresh water, and acolytes who are now ready for
  priesthood are immersed. When they emerge, they
  possess the Temple Attunement: the potential to learn
  Temple Magic (see p. 52). Unknown to any but the
  High Priest, two of the Feathers of Zedev (see p. 6)
  were added to the molten copper used to cast the
  cauldron, and their second-hand divinity is what
  infuses power into those so baptized.
  4. The High Priest’s Quarters: A suite of three
  rooms – bedroom, bath, and den – reserved for the
  use of the High Priest alone. In this Phase, the
  appointments are minimal, save for Madat’s exten-
  sive library of books.
  5. The Hypocaust: Acunning network of passages
  runs beneath the Chapel. On cold days, a large fire is
  lit, which moves heated air through these passages,
  keeping the Chapel comfortable. The hearth of the
  Hypocaust also serves as an oven for cooking and
  baking, and is used to heat the waters of the Starlight
  Bath.
  The Role of Temple
  Priests
  The responsibilities and duties of the priests of the
  Temple of the Lost Gods, as detailed in Madat’s
  Commentaries, are fivefold: perform the Rite of
  Rescue; discover the names and functions of the
  THE TEMPLE OF THE LOST GODS
  9
  
  unknown Lost Gods; teach everyone the Tenets of
  Virtue; pursue personal excellence; and minister to
  the fears, ignorance, and troubles of all.
  Priests may hire out their services and abilities –
  including use of Temple Magic – to the community
  or the crown, provided they follow the Tenets of
  Virtue, set a fair price for the client according to their
  needs and means, and tithe half of that profit to the
  Temple (of which one-third is used for charity and
  the remainder for upkeep and provisions).
  Thus, a poor farmer who needs his field cleansed
  of weeds may only be asked for two small baskets of
  eggs (one for the priest and one for the Temple), but
  a wealthy warrior who requires the regeneration of
  an arm may be asked for two years of service, two
  fine bronze knives, or two horses from his herd.
  Temple Hierarchy
  The High Priest leads the Temple in all things; he
  selects his successor. At the start of Phase 1, Madat is
  the High Priest. The High Priest has the Clerical
  Investment advantage at level 5.
  Priest-Finders have successfully opened their
  minds as a Seeker and learned about unknown Lost
  Gods. They almost always have strong magical talent
  over and above that granted by the Starlight Bath
  (see p. 9). They are accorded high clerical rank due
  to their insight into the divine; many future High
  Priests will be chosen from this august group.
  Finders have the Clerical Investment advantage at
  level 3.
  A priest who successfully petitions or is tasked by
  the High Priest to go “off-calendar” gains the rank of
  Priest-Wanderer. A Wanderer does not join in with
  the worship of the Lost God of the day, but directs his
  reverence to another Lost God. For example, if a
  noble comes to the Temple with stories of secret sedi-
  tion against the King, the High Priest may select a
  priest to act as a Wanderer and channel the Lost God
  of Knowledge the next day, while the rest of the
  priests pray to the Lady of Barley to enhance the
  summer’s crop. Wanderers stand higher in the
  Temple hierarchy than normal priests. (“Wandering”
  without permission is easily detectable for priests liv-
  ing and working within the Temple community; if
  such priests do not have exceptional reasons for
  doing so without first asking the High Priest, they
  will certainly be disciplined. Priests working or trav-
  eling outside the community are treated more
  leniently if they Wander for good causes or in situa-
  tions of gravity, but unless they possess the Clerical
  Investment advantage at level 2, they do not get the
  benefit of higher rank.)
  Priests are the rank and file of the Temple. They
  perform the Rite of Rescue for the god of the day and
  try to instill the Tenets of Virtue into the laity. They
  all possess some magical ability; those who were not
  born with the talent are granted a limited potential by
  the Starlight Bath. Priests have the Clerical
  Investment advantage at level 1.
  Acolytes are trainee priests. Those desiring to
  enter the priesthood present themselves at the
  Chapel; likely candidates may also be invited to join
  by any priest who comes across them in the field.
  Applicants are evaluated on the basis of zeal, kind-
  ness, intelligence, curiosity, and magical aptitude –
  an acolyte must have at least two of these five, and
  the more the better. In addition to doing the majority
  of the scutwork within the Temple, new acolytes are
  taught the Tenets of Virtue, basic priest-craft (public
  speaking and theology), astronomy, how to read and
  write, and the mundane elements of the Rite of
  Rescue and the Seeker meditation (though they can-
  not understand how to make these latter two work
  until they receive the Temple Attunement advan-
  tage). They must also memorize the Codex of Names.
  If they pass the Acolyte’s Trial (an oral examination
  in front of three priests), they will be led to the
  Starlight Bath (see p. 9). After a night of fasting and
  meditation, they will be immersed, and will come out
  as a full priest, attuned to the powers of the Lost
  THE TEMPLE OF THE LOST GODS
  10
  
  Gods. Acolytes do not have the Clerical Investment
  advantage.
  Nothing proscribes women from being clergy; the
  Temple of Lost Gods does not discriminate on the
  basis of sex. The word “priest” is used here to mean
  both sexes. Priests are permitted to marry (even inter-
  marry), are not required to remain celibate, and have
  no proscriptions against also being warriors or wiz-
  ards. Children of priests are not given any preference
  in joining the Temple, though they may benefit from
  a better education than most.
  Designing Temple Priest
  Characters
  Using GURPS Lite and the Appendix (see p. 50),
  there are a number of advantages, disadvantages, and
  skills that priests of the Temple of the Lost Gods
  should possess:
  Advantages: During Phase 1, the Priest, Wanderer,
  and Finder ranks (or levels) of Clerical Investment
  are available. After this Phase, two other ranks
  become available: Devotee (see p. 13) and Defender
  (see p. 23). Temple priests are taught to read and
  write; this is reflected by the Literacy advantage.
  Part of the ceremony for becoming a Temple
  priest is immersion in the Starlight Bath on Godsfall;
  this grants the new priest the Temple Attunement
  advantage (see p.51). Acolytes who already possess
  levels of Magery must still take the plunge and pur-
  chase the advantage, as it represents a “tuning” of
  their talent to channel the powers of the Lost Gods.
  Characters with multiple levels of Magery in addi-
  tion to Temple Attunement may add their Magery
  level to IQ when purchasing the Temple Magic skill.
  Disadvantages: During Phase 1, all acolytes and
  priests of the Temple should take the Social Stigma
  (Weird cultist) for -5 points, and should consider tak-
  ing Struggling Wealth for -10 points, though neither
  are necessary in later Phases. Duty (Temple, 9 or
  less) for -5 points is common in all Phases, with
  Extremely Hazardous Duty (-20 points) becoming a
  possible disadvantage in Phase 4.
  Skills: Temple priests are taught the Astronomy,
  Bard, and Theology skills during their acolyte train-
  ing. Once they receive the Temple Attunement
  advantage, they are taught the Temple Magic skill,
  which allow access to the miraculous powers of the
  Lost Gods. After performing the hour-long Rite of
  Rescue, Temple Magic allows the priest to draw on
  the powers (also known as “sphere of influence”) of
  the targeted Lost God for the next 24 hours to cast
  relevant spells. For example, if a priest performed the
  Rite of Rescue targeting Mikarvox, Lord of Needles,
  he would in effect have the ability to cast sponta-
  neous magic spells involving needles for the follow-
  ing day; if the following night he performed the Rite
  in honor of Rybeal, Lady of Swords, for the subse-
  quent 24 hours he could only do sword magic, not
  needle magic. (For more details on how the Temple
  Magic skill works, see the Appendix, the Realm &
  Temple Magic System, p. 52.)
  Phase 2:The
  Golden Years
  of Growth
  Over the next three centuries, the Temple priest-
  hood benefited from the knowledge given them by
  the Lost Gods, and by using the Temple’s powers to
  aid both crown and commoner alike.
  Growth of the Faith
  of the Lost Gods
  After some initial concerns, the royal family
  embraced the Faith, worshipping the Lost Gods
  alongside the deities of the Solar Pantheon. There
  were several benefits to this decision: 1) acceptance
  of the Temple as a valid and equal faith minimized
  conflicts with the Solar Pantheon priesthood; 2) sup-
  porting the Lost Gods over the Solar Pantheon gave
  theological support to the crown by honoring the
  “rightful” gods instead of venerating their “usurpers”;
  and 3) the Temple priests possessed magical abilities
  that could be used to strengthen the kingdom.
  A tradition developed – starting with Queen-
  Consort Rayda – that upon the death of the sover-
  eign, his Consort entered the Temple as an Acolyte.
  Some of these Consorts went on to become
  Wanderers, Finders, or even High Priests. Joining the
  priesthood was also a popular choice for younger,
  non-inheriting children of royalty. The number of
  blood ties between the Temple and the throne
  increased over the years; and Temple priests became
  a common sight at court. A large and ornate chapel
  was constructed in the capital of Fizvarlu, though the
  primacy of the Temple complex in the country was
  never doubted.
  THE TEMPLE OF THE LOST GODS
  11
  
  This royal approval and intermingling was not the
  only thing that aided the growth of the Temple priest-
  hood. Their magical abilities granted them respect in the
  eyes of society. The same Temple priest could advise a
  noble on the arrangement of political marriages on one
  day, and on the next help a farmer sink a new well. The
  powers of the Lost Gods were at their command (given
  an evening’s worth of the correct prayers), and they
  were not loath to use them to benefit their communities.
  The priests’ versatility and reasonable fees brought
  magic within the reach of the peasantry.
  Small chapels began to spring up, first in the cap-
  ital, then in the other major cities of the land. Some
  few Wanderers even went outside Darliku to prose-
  lytize. Once shown the breadth of the Temple’s
  magic, or after experiencing the largesse or hospital-
  ity of the priests, most people became tolerant of, if
  not believers in, the Faith of the Lost Gods.
  Changes in the Faith
  and the Priesthood
  In the 300 years since Phase 1, many previously
  unknown names and spheres of Lost Gods were dis-
  covered. Out of the 360 Lost Gods, the priests iden-
  tified the full information for 260 deities, and dis-
  covered partial details on many of the others remain-
  ing. Additionally, some hints of an intricate hierarchy
  among the wayward deities came to light. Some Lost
  Gods seemed to be vassals of others: for example,
  Seeltharee, Lost Goddess of Healing, was known to
  be ruled by Koari, Lost God of Time.
  The influx of aristocrats into the priesthood had
  two major effects: 1) the Temple had more money,
  gained from new acolytes and their relatives; and 2)
  an increased focus on education and philosophy.
  (Indeed, a commoner who entered the Temple gained
  an unmatched education for one of his social class.)
  Over the past 50 years, priests found employment as
  tutors for noble children.
  The Priest-Devotee was a new type of priest offi-
  cially recognized during this period (see box, p. 13).
  The last element of this Phase – and possibly that
  with the strongest effect on the Temple as a whole –
  was the construction of the Mirror of Heaven. This
  complicated device – of polished silver plates,
  bronze gears, and glass lenses – could paint the stars
  of the night sky against the inside walls of the Chapel
  of the Messenger. Now the priests could perform
  their devotions in comfort during the cold winter
  months. As amazing as the Mirror was, it was more
  amazing that it was conceived and constructed by a
  mere acolyte: Azeeg the Small.
  The Career of Azeeg the Small
  In this Phase, Azeeg the Small rose from humble
  beginnings as a common – if brilliant – acolyte to
  become the High Priest of the Temple of the Lost
  Gods.
  Born the fourth son of a simple shepherd, Azeeg
  quickly displayed a precocious intelligence and
  remarkable memory, locked in a diminutive body.
  This combination of qualities made growing up with
  his elder brothers interesting; while it was easy for
  them to win when roughhousing, Azeeg regularly
  used his cleverness to entrap them in pranks and
  embarrassing situations. Indeed, if not for the lucky
  appearance of Wanderer Shulak at their home one
  evening, the small boy might have suffered serious
  THE TEMPLE OF THE LOST GODS
  12
  CHANGES IN THE
  PRIESTS OF THE SOLAR
  PANTHEON
  In the wake of the Convocation, as the
  Temple worms its way closer to the heart
  of Darliku’s power, changes ripple through
  the religion of the Solar Pantheon, splitting
  it into two factions:
  1) Overtly (and for the most part), there
  is acceptance amongst the priests and wor-
  shippers of this new state of affairs. The
  Lost Gods are accepted as precursor
  deities, but this does not necessarily affect
  day-to-day belief. “Sure, there used to be
  another Sun God, but right now, I’m pray-
  ing to the one that happens to be over-
  head.”
  2) Covertly, a small group of Solar
  Pantheon priests work against the Lost
  Gods and all who revere them. They whis-
  per that the Lost Gods are actually demons
  that have ensnared the weak-minded with
  lies. The malcontents quietly cozy up to
  the discontented or disenfranchised
  nobles, arrange embarrassing situations for
  Temple priests, and secretly sabotage
  Temple endeavors.
  A very quiet war of back-door politics,
  espionage, and counter-espionage is being
  waged between the clergies in Fizvarlu . . .
  
  injuries after “revealing” to a neighbor girl that his
  eldest brother was secretly a were-sheep.
  Shulak, returning from a mission to the north,
  stopped at the shepherd’s hut to beg shelter for the
  night. In return, he offered to bless their flock the
  next day, and this was seen as a more than adequate
  exchange. Peppered by complex questions from a
  curious Azeeg during his mediations to the Lost God
  of Sheep (Iliz), Shulak quickly ascertained that the
  young boy had a formidable intellect and a strong
  belief in the Lost Gods. He offered to take the boy to
  the Temple as a probationary acolyte. The family –
  and Azeeg – was overjoyed at this opportunity, and
  after he dispensed his blessing, the priest continued
  on to the Temple with the boy.
  He was accepted as an acolyte immediately, and
  began learning the ways of the priesthood – from
  mucking out the stables to studying the stars to memo-
  rizing the Codex. As he learned how to read and write,
  he soon discovered he could do so faster than anyone
  in the community. Before the end of his acolyte period,
  he had read every book in the Temple Library.
  Unknown to most of his brethren, Acolyte Azeeg
  could have passed the Trial for priesthood within three
  seasons . . . however, he chose not to. Once an acolyte’s
  daily chores are completed, he is expected to study the
  Holy Books, and only then does he have time to him-
  self. Because of his remarkable memory, Azeeg was
  letter-perfect on Testament, Commentaries, and Codex
  and had no need for study. He spent the majority of
  each day on investigations of his own devising.
  One of the few who realized this early on was
  High Priest Thimau herself, after catching him
  “malingering” one afternoon. The infuriatingly calm
  THE TEMPLE OF THE LOST GODS
  13
  CHANGES IN THE ROLE OF
  TEMPLE PRIESTS
  Given the increased alliances between the
  Temple and the throne, it only stands to rea-
  son that the priests of the Lost Gods have a
  much more respectable role in the privy cabi-
  nets of the sovereigns of Darliku. With their
  wide-ranging magical powers, they have but-
  tressed the power of Darliku (and the royal
  line) even more than Madat had done in his
  prime as court wizard. They work hand-in-
  glove with the crown, as advisors, specialists,
  and spies.
  With the construction of Chapel Fizvarlu
  (loosely modeled on the original Temple
  complex from Phase 1, only in an urban set-
  ting), the priesthood has a base of operations
  in the capital, where they can be close to
  court. And not a moment too soon: they must
  avoid or parry the devious thrusts of a cabal
  working against them from the shadows.
  Priest-Devotees
  Priest-Devotees are those clerics who have
  an affinity, sensitivity, or devotion for a par-
  ticular Lost God. Once they recognize they
  have a particular relationship to an individual
  deity (reflected as a level of the Clerical
  Investment advantage), priests should notify
  the High Priest as soon as possible, so that he
  may formally record their new title and rank
  of Devotee. (Note that it is impossible to fake
  being a Devotee, as the Lost God in question
  would simply refuse to channel power to the
  lying priest; the deities take a relationship of
  Devotion very seriously.) Devotees are urged
  to concentrate all of their prayers on their
  patron deity, in the hopes that their strong
  connection to the Lost God will bring him
  home that much sooner, but this practice is
  not mandatory.
  Devotees generally hold equivalent status
  to Wanderers, and a priest cannot be both a
  Wanderer and a Devotee. A Devotee who is
  also a Finder would have importance rivaling
  the High Priest himself.
  (The game-effects of becoming a Devotee
  include increased ability in magic involving
  the sphere of influence of the patron Lost God
  – also called Devotion skill – and ability to
  learn set spells related to that Devotion skill.
  For more details on how the Devotion skill
  and set spells work, see the The Realm &
  Temple Magic System, p. 52.)
  
  boy answered every question she posed about the
  Faith easily, no matter how abstruse or complicated.
  As she began to understand his capabilities, she was
  nonetheless floored by his canny statement that he
  was not yet old enough to be a priest, since – espe-
  cially given his size – none of the brethren would
  respect him. After that display of insight, she told the
  priests responsible for instructing acolytes to let the
  boy have his head until he felt that he was ready for
  the Trial. Jealousy over this preferment – combined
  with his disconcerting love for practical jokes and his
  remarkable intellect – made Azeeg many enemies
  among his acolyte peers and not a few priests.
  Undaunted by their ostracism, Azeeg dove into his
  own solitary projects, one of which turned into the
  Mirror of Heaven (see p. 40).
  At age 16, he easily passed his Trial, entered the
  Bath, and emerged as a priest of the Lost Gods. The
  first words out of his mouth were a petition to High
  Priest Thimau to become a Priest-Wanderer; the
  boon was immediately granted. He dove into his
  studies and researches, only emerging from the
  library or workroom when specifically tasked with a
  mission. Over the next five years, he developed a
  number of labor-saving devices and processes that
  eased the workload and increased the productivity of
  the Chapel of the Messenger, including a new
  method of preparing parchment, a better pump for
  the field irrigation system, an improved oven design,
  a speedy way to repair a collapsed section of
  hypocaust, and a heliograph-based signal network
  for communicating with Chapel Fizvarlu. But the
  enduring focus of Azeeg’s efforts was on something
  larger: the Eye of Truth.
  The Eye of Truth was the next step after the
  Mirror of Heaven. Where the Mirror was useless on
  cloudy nights or during the day (as it utilized
  starlight), the Eye of Truth would give proper posi-
  tion for every star, day or night, rain or shine. It took
  the young polymath a decade to develop the theory
  behind the enchantment, two years to draft the exact-
  ing blueprints and record the necessary processes,
  three years to assemble the needed materials, and
  five years to build it (and the Dome of Truth, where
  the Eye would reside).
  It came as no surprise that Thimau named Azeeg
  her successor. When she died, he became the
  youngest High Priest ever. Under his long-lasting
  and wise guidance, the Temple continued to prosper
  and grow. Phase 2 was the Golden Age for the Faith
  of the Lost Gods.
  THE TEMPLE OF THE LOST GODS
  14
  PHASE 2 ADVENTURE
  SEEDS
  Teachers, Peers, & Rivals: PCs could
  take the roles of the instructors or fellow
  acolytes of an NPC Azeeg. Perhaps they
  are his childhood friends, all sharing in
  adventures. Possibly they are likewise gift-
  ed, and their competition with the genius of
  destiny sharpens their abilities to equally
  superhuman levels. Maybe they are
  schoolyard enemies, at each other’s
  throats. In any case, from the day Azeeg
  steps into the Temple complex, he
  becomes an important part of its life.
  Supply Run: The High Priest’s protégé,
  Azeeg the Small, requires some special
  supplies, texts, and tools to complete a
  secret project he’s been working on for
  years. High Priest Thimau has summoned
  an eclectic group before her (because of
  their reputation, skill, or Lost God-trans-
  mitted visions) to help gather what the
  young inventor needs. For additional fun,
  perhaps the Solar Pantheon has offered one
  of these experts a reward if he can bring
  them information on Azeeg’s project.
  The King is Dead, Long Live the Queen:
  King Gwithdor III has died, and as the
  ranking priests in Fizvarlu Chapel, the PCs
  must arrange and preside over the funeral
  of the King, the coronation of the Crown
  Princess as new Queen, and escorting the
  Queen-Consort to the Temple to become
  an acolyte – and all the while, must work
  with the secular government and the Solar
  Pantheon priests. Complicating things is
  some unknown group, seemingly dedicat-
  ed to causing problems for Temple and
  throne. Perhaps these malcontents attempt
  to disrupt the funeral, delay the coronation,
  or kidnap the Queen-Consort!
  This adventure seed, suitably paced and
  embellished, could serve as a short,
  focused campaign.
  
  Priest-Wanderer
  Azeeg (the Small)
  150 points
  Late teens; 4’8”, 115 lbs.; curly black hair, twin-
  kling brown eyes.
  Attributes: ST 9 [-10]; DX 10 [0]; IQ 17 [100]; HT
  10 [0].
  Speed 5; Move 5.
  Advantages: Clerical Investment 2 (Wanderer) [10];
  Literacy [10]; Magery 2 [25]; Patron (High Priest
  Thimau, 6 or less) [5]; Temple Attunement [5].
  Disadvantages: Compulsive Behavior (Reading) 
  [-5]; Duty (Temple, 9 or less) [-5]; Enemies (Rival
  priests, 9 or less) [-10]; Odious Personal Habit
  (Practical Joker) [-5].
  Quirks: Sesquipedalian word choice (never uses a
  short word when he can use a long one);
  Perfectionist (likes to have things “just so”). [-2]
  Skills: Animal Handling-15 [1]; Artist-14 [1/2];
  Astronomy-14 [1/2]; Bard-16 [1]; Blacksmith-15
  [1/2]; Brawling-10 [1]; Carpentry-16 [1/2];
  Engineer-17 [4]; Fast-Talk-16 [1]; Masonry-9
  [1/2]; Mechanic-18 [4]; Naturalist-14 [1/2];
  Occultism-15 [1/2]; Research-15 [1/2]; Theology-
  17 [4].
  Magical Skills & Set Spells: Realm Magic-17 [2];
  Way of Machines-12 [2]; Way of Mirrors-13 [4];
  Temple Magic-18 [4].
  Equipment: Stained and tattered robe; comfortable
  shoes; scroll case (pen, inkpot, straightedge, char-
  coal sticks, sheets of scratch paper); knife (cut:
  sw-2; imp: thr); holy symbol ring; at least 3 books.
  Temple Expansion
  During Phase 1, some outbuildings joined the
  Chapel of the Messenger: a barn for keeping goats
  and a handful of dairy cows, a small smithy, and a
  row of chicken coops; the priests also cultivated a
  few garden plots. These new structures helped to
  make the priesthood more self-sufficient and were
  built so as not to obstruct the sightlines of the
  Stargarden.
  At the beginning of Phase 2, the priesthood began
  to build downward – again, to preserve the necessary
  unobstructed view of the night sky for worship. The
  priests excavated several underground rooms with
  THE TEMPLE OF THE LOST GODS
  15
  
  magic, reinforced them with masonry and timber,
  and made them livable. Two dormitories were the
  first chambers dug out, and were quickly followed by
  a refectory (with kitchens, food storage, springhouse,
  well, and scullery), a small infirmary (with baths),
  and a combination scriptorium and library (expand-
  ing on the First Priest’s original collection).
  After Azeeg created the Mirror of Heaven and
  installed it atop the Chapel, the restrictions regarding
  sight-lines were alleviated, so additional outbuild-
  ings sprang up – including a small schoolhouse (with
  attached dormitory for acolytes), a grist mill, and a
  bakery.
  In his years as a Priest-Wanderer, Azeeg was
  involved in two major construction projects: the
  planning and building of the Dome of Truth, and the
  repair of the hypocaust under the Chapel. The Dome
  of Truth was actually a huge, spherical room, half-
  sunken into the ground, which was being construct-
  ed to house the Eye of Truth. This chamber served as
  a perfect observatory, allowing study of the heavens
  and precise alignment of prayers
  to the Lost Gods no matter what
  the ambient conditions may be.
  Unknown to anyone in this
  Phase, when Azeeg – his diminu-
  tive stature allowing him to nav-
  igate the close quarters of the
  hypocaust with little trouble –
  repaired the heating system for
  the Chapel, he constructed a
  secret hidey-hole for himself
  (which he continued to use, even
  after becoming High Priest).
  Phase 3:
  The
  Madness
  Plague
  For two centuries after the
  days of Azeeg the Small, the
  Temple of the Lost Gods contin-
  ued its growth into the daily life
  of the kingdom of Darliku. The Faith of the old Solar
  Pantheon had withered to a few backward-looking
  cults; most people looked to the tangible benefits and
  powers afforded them through the Lost Gods. Both
  the Temple and the throne were strong, and lifted
  Darliku to a previously unimaginable height in per-
  sonal wealth, health, freedom, technology, and qual-
  ity of life.
  Which made their fall all the greater.
  A Sickness of Sanity
  While the cause of the Madness Plague was mys-
  terious (see box, p. 17), its effects were recognized
  quickly. First detected in a border province of
  Darliku, within three years it swept deep into the
  heart of the kingdom, to Fizvarlu – and eventually,
  the Temple of Lost Gods itself.
  The Madness Plague was a magical disease, and
  was communicable through the use of magic. When
  an infected individual performed magic, all nearby
  THE TEMPLE OF THE LOST GODS
  16
  
  people became infected. If an uninfected person did
  magic within the presence of an infected individual
  (even if the carrier was not a user of magic), the
  healthy magic user became infected.
  Symptoms of the Plague included mild fever,
  increased perspiration, “glittery” or “glassy” eyes,
  sleeplessness, mild delusional thinking, and, in some
  cases, hallucinations. In those victims who possessed
  magical ability, however, some symptoms were
  worse: high levels of delusional thought accompa-
  nied by increased egotism, paranoia, or phobia; more
  extensive hallucinations; and a mild compulsion to
  use magic at every opportunity – which increased in
  strength every day the patient cast at least one spell.
  Without treatment, victims with magical abilities lit-
  erally “cast their life away” by overdoing the magic.
  (Non-magical sufferers usually survived, unless they
  died from exhaustion, the increasing penalties from
  sleeplessness, or the results of actions taken based on
  delusions or hallucinations.)
  Treatment for non-magical people was straight-
  forward: reduce their fever, make them rest quietly,
  and keep them away from enchanted items of any
  sort. The Plague would run its course in two or three
  days. However, treating wizardly folks required
  sterner methods: along with fever reduction, rest, and
  removal of magical objects, there was a flat prohibi-
  tion against the patient doing any magic whatsoever.
  If all these conditions were met, the disease would
  pass within four to eight days. (One of the best ways
  THE TEMPLE OF THE LOST GODS
  17
  Origins of the
  Madness Plague
  Where did the Madness Plague come
  from? GMs may chose from several options,
  below, or use their own ideas.
  Solar Pantheon Priesthood Plot: The
  High Priest of the Pantheon prays mightily to
  the God of Diseases for a scourge to sweep
  away the Temple before the Solar Pantheon
  itself dwindles to nothing. Ask, and ye shall
  receive.
  Discontented Aristocrats: A cabal of
  nobles, chafing under the rule of throne and
  Temple, secure the services of a brilliant
  alchemist and sage of the natural world to
  create a tool for them to use against their ene-
  mies. He succeeds beyond their expectations
  (and this option means that there could be an
  antidote or serum against the Plague).
  Temple Experiment Awry:
  Whether
  through an attempt to channel an unknown
  and mysterious Lost God, create a new treat-
  ment for goat-pox, or from mounting an
  expedition into eerie foreign climes, respon-
  sibility for this disease must be laid at the feet
  of the Temple. This will, if known to the
  priesthood but not outsiders, make them dou-
  bly-dedicated to curing the Plague; if the pub-
  lic realizes that the Temple is the source, each
  priest, chapel, and the main Temple complex
  will become targets for their fury.
  Solar Pantheon God Drops the Ball: After
  millennia of handling the job, the Solar
  Pantheon’s God of Medicine is exhausted.
  (He did the best he could for as long as he
  could – before the War in Heaven, he was the
  Demigod of Pelagic Fish, for crying out
  loud.) But now he’s stumbled, losing control
  of one of the Dread Diseases he once held
  captive in his Medicine Sack.
  Proximity of the Lost Goddess of Insanity:
  One of the problems of the Faith of the Lost
  Gods is that the Temple is dedicated to bring-
  ing all of them back, including the nastier
  characters. As the Mistress of Insanity
  approaches the world, her power begins to
  spill uncontrollably over the minds of the
  susceptible.
  Biological Warfare: A foreign power
  introduces the Plague as a prelude to invasion
  in Phase 4 (see p. 22).
  Random Chance: Evolution in action –
  diseases mutate and change in virulence
  every day. It’s just bad luck.
  A Combination of Options: Maybe the
  nobles’ alchemist is inspired by dreams
  caused by the Lost Goddess of Insanity draw-
  ing near, and the Solar Pantheon God of
  Medicine can’t hold back the force of this
  new disease.
  
  THE TEMPLE OF THE LOST GODS
  18
  Rules for the
  Madness Plague
  Characters suffering from the Madness
  Plague possess the symptoms listed in the
  main text. However, some specific rules are
  needed to describe those symptoms’ game
  effects:
  Infection Range: Anyone who casts a spell
  near an infected person (within a number of
  yards equal to the IQ of the sick individual)
  must roll vs. HT or become infected; if an
  infected character casts a spell, everyone
  within a number of yards equal to the IQ of
  the magic user must roll vs. HT or catch the
  Plague themselves.
  Mild fever, increased perspiration, “glit-
  tery” or “glassy” eyes: Noticeable on a Sense
  roll, but no other game effect.
  Sleeplessness: Each night, infected charac-
  ters must roll vs. HT. On a success, they fall
  asleep. On a failure, they remain awake.
  Victims receive -3 to all skill, Sense, and Will
  rolls for each day they remain awake (in addi-
  tion to any Will penalties accrued from spell-
  casting – see below). Losing a night’s sleep
  also causes a loss of 5 Fatigue. A sufferer
  whose Fatigue drops to 0 due to this sleep-
  lessness will fall into a coma (see below).
  Sleeping: Sleep is what heals the Madness
  Plague. When an infected person falls asleep,
  the total skill, Sense, and Will penalties he’s
  collected from spellcasting or
  sleeplessness are reduced by
  one for each day he sleeps.
  (Fatigue is recovered at the
  normal rate, with one full
  night’s sleep making up for the
  Fatigue lost by missing a
  night.) When all the Will
  penalties have been healed, the
  patient is cured. Victims will
  tend to sleep straight through
  until healed, but can be awak-
  ened with mild difficulty.
  Coma: Characters who have
  entered a coma (as described
  above) are totally unrespon-
  sive, cannot be woken by any means short of
  magic, and must sleep 2 days per point of Will
  penalty to “heal.” Furthermore, unless force-
  fed, a comatose victim will lose 1 Fatigue
  point per meal he misses; when ST is reduced
  to 3 by Fatigue loss, he will begin losing hits
  per meal he misses. If a victim of the Plague
  loses enough Will before lapsing into a coma,
  he may starve to death without ever waking
  up.
  Delusional Thinking: Non-magical PCs
  gain a temporary mild Delusion as a disad-
  vantage (GM’s option); magical sorts gain a
  temporary moderate Delusion (usually related
  to paranoia or megalomania) or Phobia.
  Hallucinations: GM’s option; ghostly
  images out of the corner of the eye and phan-
  tom voices whispering in one’s ear are most
  common.
  Magical Compulsion: If a victim of the
  disease possesses Magery or Temple
  Attunement, he must make a Will roll every
  hour to resist the compulsion to cast spells, or
  whenever he is presented with a substantial
  choice or risky situation: he needs to
  “scratch” his mystical “itch.” Every day the
  patient casts at least one spell, he accumulates
  a penalty of -1 to Will rolls (not just to resist
  this compulsion, but all Will rolls). Infected
  magicians will throw spells
  until they knock themselves
  out by spending all their
  fatigue (see GURPS Lite, p.
  29, and the Appendix, the
  Realm & Temple Magic
  System, p. 52). If an infected
  person casts a spell that
  requires more fatigue points
  than he currently possesses, he
  will take hits on a one to one
  basis to make up the differ-
  ence. Magicians who are sick
  with the Madness Plague can
  literally cast themselves to
  death.
  
  to treat a wizard sick with this illness was to knock
  him out each day with a powerful tranquilizer.)
  Between the methods of transmission and treat-
  ment, this meant that the Madness Plague struck
  hardest at the cities, magical communities (read
  “priests and wizards”), and possessors of enchanted
  objects (read “aristocrats” and “other wealthy folk”),
  and was exacerbated by all attempts to magically
  cure the disease. Which goes along way to explain
  the events of the following Phase (see p. 22).
  Changes in the
  Kingdom
  The biggest change in the kingdom was that a
  small coterie of aristocrats felt that the throne and the
  Temple had too much power (over them, at least).
  Many did not like the attitudes of the priesthood or
  the royal family, or the way the two were so closely
  tied. Some simply resisted the virtual theocracy that
  was developing. Many were unhappy that wizards
  with wide-ranging powers stood so unopposed,
  while others disliked the speedy introduction of new
  technologies and education undermining their tradi-
  tional power bases. And a number suffered from
  xenophobia – just what were these things that the
  priests were leading to the world?
  There were whispered dreams of usurping the
  crown and destroying the Temple, but until the
  Madness Plague, they were nothing but grumbles.
  After the epidemic started, those dreams looked ever
  closer to becoming reality . . .
  THE TEMPLE OF THE LOST GODS
  19
  PHASE 3 ADVENTURE
  SEEDS
  A few of these adventure seeds could be
  strung together into a campaign, following
  the explosion of the Madness Plague.
  Court Politics: The royal court of the king-
  dom of Darliku, in the days before the com-
  ing of the Madness Plague, can serve as the
  center for any number of adventures, pitting
  loyalist aristocrats, secret agents of the crown,
  plotting nobles, scheming Solar Pantheon
  priests, and political Temple priests in fac-
  tional warfare. For example, the King needs
  to select a new Minister of War since the
  untimely death of the previous Minister in a
  boating accident. (Or was it an accident?)
  Each group may have a candidate they wish
  to fill the role – how do they jockey for posi-
  tion in the King’s eyes?
  Mission of Mercy: Keelneyi, a small vil-
  lage on the northern border of the kingdom, is
  being ravaged by a new disease, and the heal-
  ers of the Temple are unable to make any
  headway. They’ve sent a messenger to the
  Chapel at Fizvarlu, asking for help. However,
  unbeknownst to them, the non-magical mes-
  senger has been infected, and has been
  spreading the Madness Plague along his
  route.
  Devotees of Borlaq: A small faction of
  priests have begun – without anyone else’s
  knowledge – to do the Seeker meditation
  while concentrating upon stars not associated
  with a Lost God at all. They have no success
  at all . . . until several of them are unwitting-
  ly infected with the Madness Plague. Then,
  they discover a “new” Lost God, unmen-
  tioned in the Testament of the Messenger or
  even hinted at in the Codex: Borlaq, Lord of
  Shrouds. They believe that this Borlaq may
  be the secret Prime Mover, the ultimate
  Creator of the Cosmos, the Supreme God,
  who has hidden Itself from the prying eyes of
  lesser immortals and mortals. (While this
  may seem obviously a Plague-induced delu-
  sion, the faction has been able to channel
  magic from this strange being . . .) Whether
  they keep their knowledge hidden, or con-
  front the High Priest with “discrepancies” in
  the Holy Books, the concept of Borlaq will
  spark a conflagration within the Temple.
  Search for a Cure: A priest named Nellish,
  based in Keelneyi – where the Plague first
  appeared – is rumored to have discovered
  something about how the sickness passes
  from victim to victim, and even better – a
  possible course of treatment. If that’s true, all
  someone has to do is ride through the dis-
  eased-ravaged lands, fighting off bandits and
  other opportunists while avoiding the Plague
  themselves, and talk to her. If she’s even still
  alive.
  Royal Patient: Crown Princess Madiza
  comes down with the Plague. The King
  beseeches the Temple priesthood to save her
  – by any means necessary.
  
  Changes in the Faith
  and the Priesthood
  In the 200 years since Phase 2, more names and
  spheres of Lost Gods had been uncovered. Out of the
  360 Lost Gods, complete information had been iden-
  tified for 300 of them. Unfortunately, a rash of falsi-
  fied Finding attempts meant that at least 15 of these
  names and spheres were flatly incorrect (GMs should
  feel free to select which Lost Gods in the Appendix
  are fake, or make up their own. Also, see the next
  column for Priest-Finder Danvik, a typical case of a
  “false Finder.”)
  Politically, while the Temple remained in the good
  graces of the throne – and, for the most part, the com-
  mon-folk – it had begun losing the support of the
  aristocrats, save for those who wished to toady to the
  royal family or utilize the magic of the Lost Gods for
  their own ends. Early in this Phase, the problem was
  minor; but as time progressed, this attitude began to
  affect the finances and operations of the Temple
  (delays in tithes, rumors amongst the peasantry, sus-
  picious activities that harmed the priesthood or its
  properties, etc.). When the Madness Plague broke
  out, the nobles made their hatred for the Temple
  nakedly clear.
  To top it all off, Egwarth, a priest based in the
  Fizvarlu Chapel – called by many “the second
  Azeeg” for his intellect and accomplishments –
  became infected with the Plague, and immediately
  began work on what he called “the Gods Magnet.”
  From his ravings before he cast himself to death, his
  friends pieced together that Egwarth was attempting
  to construct an enchanted device that would serve
  more as “winch” than “beacon” to the Lost Gods,
  allowing the prayers of the faithful to pull the wan-
  dering divinities with their prayers rather than simply
  showing them the way. While his notes at the best of
  times were difficult to read, the workbook found
  after Egwarth’s funeral was totally indecipherable.
  Priest-Finder Danvik
  75 points
  Mid-30s; 5’ 10”, 130 lbs.; balding red hair; clear
  green eyes; elegant robes.
  Danvik is a typical weasel who conspired along
  with three other priests (Sulabad, Fesko, and
  Jamallin) to lie their way onto the rolls of the
  Finders. They secretly confabulated a name and
  sphere for the Lost God reverenced on August 30th
  (Teelbaq, Lord of Songbirds) and each reported
  this fib to High Priest Ermar. Seeing that the stories
  of all four jibed, Ermar ordained them all as
  Finders.
  Despite enjoying the status and perks of his new
  title, Danvik found himself growing more and
  more worried about his secret being found out. But
  those thoughts were easily pushed aside . . . at least
  until he contracted the Madness Plague. Now,
  utterly consumed with fear that his crimes will be
  trumpeted from the roof of the Chapel, he must
  assure the silence of his compatriots . . . as well as
  that of the High Priest!
  Danvik is methodically planning the best way
  to eliminate his leader and former friends with-
  out coming under suspicion himself or risking
  his personal safety; indeed, he might attempt to
  fast-talk one of the PCs into assisting him, hint-
  ing that the target is mad, bad, or otherwise a
  danger.
  Attributes: ST 10 [0]; DX 12 [20]; IQ 11 [10]; HT 12
  [20].
  Speed 6; Move 6.
  Advantages: Charisma 2 [10]; Clerical Investment 3
  (Finder) [15]; Literacy [10]; Temple Attunement
  [5].
  Disadvantages: Cowardice [-10]; Duty (Temple, 9
  or less) [-5]; Jealousy [-10]; Phobia (Discovery of
  his secret) [-5].
  Quirks: Insists on being addressed by his full title of
  “Priest-Finder” by everyone; Starting to believe
  Teelbaq is real. [-2]
  Skills: Astronomy-9 [1]; Bard-11 [2]; Climbing-11
  [1]; Fast-Talk-12 [4]; Knife-13 [2]; Shadowing-12
  [2]; Stealth-12 [2]; Theology-10 [2].
  Magical Skills & Set Spells: Temple Magic-9 [1].
  Equipment: Very elegant robe; expensive half-boots;
  classy assorted jewelry (some fake, some real);
  heavy silver holy symbol pendant; knife (cut: sw-
  2; imp: thr).
  THE TEMPLE OF THE LOST GODS
  20
  
  Repairs & Additions
  to the Temple in the
  Plague Years
  At the beginning of Phase 3, the Temple complex
  had gained additional outbuildings, decorative statu-
  ary, and larger barns and stables on the surface.
  Underground, old chambers were refurbished, new
  rooms and connecting corridors were dug, and an
  ingenious overhaul of the ventilation system
  (improving on Azeeg the Small’s original design)
  had made the subsurface Temple even more pleasant
  to live in.
  Once the Plague came on stage in Phase 3, slow-
  ly building into a full-blown epidemic, the overload-
  ing of the small subterranean infirmary necessitated
  the construction of a large hospital above ground, so
  that sick priests and refugees could be isolated from
  the daily use of magic by their brethren; healers in
  the Temple Hospital resolutely focused on non-mag-
  ical medical procedures.
  Unfortunately, the Temple also had to build a cre-
  matorium, as the small Temple graveyard – already
  full of 500 years of clerical bones – could not handle
  the sudden influx of dead.
  The Final Crisis
  The Plague struck Fizvarlu – and worse, the royal
  court. The Crown Princess may have died of it (or
  she may have just wandered out of the castle in an
  unattended moment; reports are sketchy). The King
  himself avoided infection, but only by barricading
  himself in his chambers. The Queen-Consort, Court
  Chaplain, and Royal Wizard all got sick . . . Indeed,
  the Chaplain and the Wizard played a bizarre cat-
  and-mouse game in the dungeons of the castle.
  Meanwhile, the disease was rumored to have
  moved out of the capital city to the surrounding ham-
  lets . . . and closer to the main Temple complex. But
  there’s no way to verify that, because the citizenry of
  Fizvarlu coalesced into a mob outside the castle
  gates. Finally, several discontented factions of aristo-
  crats decided that this was the time for a coup.
  All these elements uniting in a single crisis ended
  Phase 3 and began Phase 4: The Years of Blood.
  Everything had changed; all were at war.
  THE TEMPLE OF THE LOST GODS
  21
  
  Phase 4:The
  Years of Blood
  Darliku was in chaos. Aristocrats were in open
  rebellion; Crown Princess Madiza was missing or
  dead; the King was either imprisoned, on the run, or
  executed; the ministers of the kingdom were in dis-
  array or engaged in factional warfare; the Temple
  was awash in the victims of the Plague; bandits and
  refugees roamed the roads; trade had ceased; and the
  armies of Darliku’s neighbors were squatting on the
  border, ready to swoop in at any time.
  Those were the times that tried heroes’ souls.
  Domestic Troubles in
  the Kingdom
  There are a number of difficulties besetting the
  kingdom in the aftermath of the Plague; even if there
  is no invasion by Darliku’s neighbors, there are plen-
  ty of things going wrong. It will take dedication,
  strength, and willpower to set them right. Can the
  heroes meet these challenges?
  The Court & the Government: Swept away – can
  order be restored?
  Aristocrats in Rebellion: Whether spurred by
  Plague-borne madness or reckless ambition, armed
  warbands clash in Darliku, striving for dominance.
  Who will be left standing?
  The Crown Princess Madiza: If still alive, she
  might be found. If found, she could serve as a sym-
  bol for those loyal to the throne to rally around. If
  dead, hope diminishes.
  Bandits & Refugees: Like ravens, they pick the
  bones of the countryside, left twitching from the bat-
  tles between noble factions. Can the bandits be
  repelled, and the refugees brought to safety?
  The Plague Redux: Has a cure been found? Or
  does the specter of madness still strike where magic
  flashes?
  Foreign Invasion
  It is unknown how many of the countries border-
  ing Darliku actually sent armies to conquer it, but
  THE TEMPLE OF THE LOST GODS
  22
  
  nearly all of them grabbed adjacent lands and gar-
  risoned them strongly. Under these repeated bites,
  Darliku shrank.
  Many border lords – loyalist and rebel both – lost
  their ancestral holdings in this way. Now leaders
  without portfolio, some few found common cause
  with each other against the invaders and turned away
  from the civil war. Others, believing they had noth-
  ing left to lose, plunged ever deeper into trying to
  claim the throne for themselves or their faction.
  Changes in the Faith
  and the Priesthood
  During this Phase, many of the priests who sur-
  vived the Madness Plague died by violence. The
  remaining clergy found themselves in a world where
  they were as adrift as the Lost Gods.
  While a small number at this time turned away
  from the Faith, most clung to the Temple out of a
  simple cost-benefit analysis: at least they could count
  (mostly) on the magical powers of its priests. In the
  absence of a strong state, this meant that the priest-
  hood – organized, powerful, and smart – gained a
  significant share of control over the daily lives of the
  members of their congregations. The foundation of
  the rural economy (such as it is in a country torn by
  warfare) changed from manor- or estate-based to
  chapel-based. Indeed, many of the scattered chapels
  became the nuclei of nascent city-states.
  In this crucible of souls, the Faith’s Tenets of
  Virtue (Generosity, Hospitality, Hope, and Aptitude)
  didn’t seem to match up with the reality of the world.
  Each Tenet suffered a shift in tone: the first two Tenets
  – Generosity and Hospitality – were obviously not
  meant to encompass the enemies trying to destroy the
  Faith. They must therefore apply only to other wor-
  shipers of the Lost Gods. Thus diminished, these two
  concepts stepped out of the limelight of sermons and
  Temple thought. The latter two Tenets – Hope and
  Aptitude – saw changes of their own: Hope moved
  away from its origins as general guarded optimism
  and became closer to “blind faith”; Aptitude became
  less “competence” and more “talent.”
  All these factors helped bootstrap the clergy into
  an aristocratic class, albeit one that a “suitable” can-
  didate could join whatever his birth. Also, these
  changes in outlook by the Temple transformed the
  basic personality of the typical priest. Rather than
  cosmopolitan, politically-savvy academics, the
  Temple of the Years of Blood produced insular,
  pragmatic, talented zealots.
  This change in the attitudes and composition of
  the priesthood made the appearance of the Last Priest
  in Phase 5 (see below), and his extreme actions,
  almost understandable.
  THE TEMPLE OF THE LOST GODS
  23
  CHANGES IN THE ROLE
  OF TEMPLE PRIESTS
  Forced into a greater administrative and
  governmental role, the much-reduced
  numbers of Temple priests find them-
  selves focusing less on the spiritual needs
  of their flocks and more on their physical
  needs. Because of a lack of clergy, the cal-
  endar-based liturgy is left by the wayside
  as priests are compelled to concentrate on
  channeling the powers of the Lost Gods
  associated with the realms of engineering,
  medicine, warfare, and survival.
  At this time, a new classification of
  priest appears: the Priest-Defenders, who
  are invaluable to the chapel-based com-
  munities’ need for protection. Under their
  auspices, workers can safely glean aban-
  doned fields and flocks for food, rescue
  refugees, defend their holdings, and even
  launch guerrilla raids against intruders.
  Priest-Defenders
  Priest-Defenders are those clerics who
  are also skilled in the ways of warfare. In
  the troubled times of the Years of Blood,
  skilled combatants are necessary to protect
  the Temple, the priesthood, and the
  refugees of the wars. Defenders are tasked
  with this protection, as well as making
  strikes against enemies of the Temple.
  Defenders receive additional training in
  combat and military science. They must
  purchase the third level of Clerical
  Investment. Many of them are also
  Devotees of a Lost God related to warfare
  (War, Swords, Blood, Tactics, Shields,
  Espionage, 
  Logistics, 
  etc.). 
  These
  Defender-Devotees 
  must
  purchase
  Clerical Investment 4 and the Devotion
  skill, and may learn any set spells relevant
  to their patron’s sphere of influence; fur-
  thermore, they may also take the
  Extremely Hazardous Duty disadvantage.
  
  Consolidation and
  Fortification of the
  Temple
  The priests moved as many surface Temple func-
  tions as possible underground. They thickened the
  walls, bricked up windows, and sealed off indefensi-
  ble areas. They dug new chambers, including under-
  ground barns and stables for the Temple’s livestock.
  They threw up defensive works to protect the Chapel
  of the Messenger and the Dome of Truth. All build-
  ings with surface exits were extensively trapped to
  deter any invaders. Escape tunnels and hidden attack
  points were constructed. The High Priest ordered the
  priesthood to move the Starlight Bath to a more
  secure underground location.
  Lastly, the priests channeled the power of the Lost
  Gods to provide a layer of magical defense for the
  entire valley containing the Temple, its pasturage, and
  its fields. Strange fogs – their vapors causing confu-
  sion, disorientation, and uncertainty – also cloaked
  the valley from sight. Only those favored by the cler-
  gy could pass through the Shield of Mists unaffected.
  The Temple had become a hidden fortress.
  Luessa, Priest-
  Devotee of Rybeal
  110 points
  23 years old; 5’6”, 125 lbs.; short brown hair, deep
  blue eyes; battered and stained leather armor.
  Luessa entered the Temple to help people. The
  daughter of a hard-bitten army physician, she was
  raised amidst the rough ways of soldiers, both in
  sickness and in health. She envisioned a future of
  healing work (despite her lack of proficiency in any-
  thing but field medicine), a quiet life of service, and
  perhaps teaching a few Acolytes her healing arts.
  That dream was shattered by war. Her little bor-
  derland chapel on the eastern plains was overrun by
  soldiers – she was never quite sure if they were loy-
  alist, rebel, or foreign. All she knew was that they
  tried to kill everyone in the chapel.
  As the last surviving priest, she fled with a hand-
  ful of acolytes, making for the Chapel of the
  Messenger. To help them survive, Luessa focused
  her nightly meditations toward Rybeal, Lady of
  Swords, begging the Lost Goddess for power. Rybeal
  was happy to oblige . . . and thus Luessa became a
  Devotee of Rybeal.
  She led them into fire, blood, and death. They ran
  when they could, crawled when they couldn’t run,
  and fought when they had to. With the aid of faith,
  magic, courage, and luck, after months of hair-rais-
  ing adventures, Luessa managed to get her group to
  safety at the main Temple complex.
  Now, she is training in earnest, from the best
  swordsman in the Temple, honing her skills. She
  guards those who – unlike her – still possess the dream
  of a quiet life. She will be a Defender, or die trying.
  Attributes: ST 11 [10]; DX 12 [20]; IQ 10 [0]; HT 12
  [20].
  Speed 6; Move 6.
  Advantages: Clerical Investment 2 (Devotee) [10];
  Combat Reflexes [15]; Daredevil [15]; Literacy
  [10]; Temple Attunement [5].
  Disadvantages: Extremely Hazardous Duty (Get
  acolytes to Chapel of the Messenger) [-20];
  Odious Personal Habit (Tactless, blunt speech,
  curses like a soldier) [-5]; Phobia (Agoraphobia;
  open spaces) [-10]; Stubbornness [-5].
  Quirks: Will not voluntarily put her sword aside
  while awake, even while bathing or eating [-1].
  Skills:
  Area 
  Knowledge 
  (Darliku)-10 
  [1];
  Astronomy-9 [2]; Bard-9 [1]; Brawling-13 [2];
  Broadsword-11 
  [1]; 
  Camouflage-10 
  [1];
  Climbing-10 [1/2]; Diagnosis-9 [2]; First Aid-14
  [4]; Knife-13 [2]; Knife Throwing-12 [1];
  Physician-8 [1]; Shield-13 [2]; Shortsword-13 [4];
  Stealth-12 [2]; Survival-10 [2]; Tactics-8 [1];
  Theology-8 [2]; Tracking-8 [1/2].
  Magical Skills & Set Spells: Temple Magic-9 [4];
  Devotion to Rybeal, Lady of Swords-10 [2];
  THE TEMPLE OF THE LOST GODS
  24
  THE SHIELD OF MISTS
  This wall of fogs both confuses one’s
  sense of direction and blocks visibility (to
  the point that you literally cannot see your
  own hand in front of your face). For most
  seekers, passing through the Shield of
  Mists and finding the Temple requires a
  critical success on a Sense roll. For those
  possessing either the Absolute Direction
  or Magery advantages, a simple success
  on a Sense roll -3 is needed. Anyone with
  Temple Attunement – or touching some-
  one with that advantage – can find the
  Temple complex easily.
  
  THE TEMPLE OF THE LOST GODS
  25
  PHASE 4 ADVENTURE
  SEEDS
  Crown Princess Madiza?: A refugee
  appears at the Temple, bruised, battered, out
  of it. So far, she’s just like all the others. But:
  her hair is the same flame-red color as
  Madiza’s. She’s the same age as the missing
  Heir. She’s got a terrible laceration on her
  bicep where the famed “royal birthmark”
  should be. Is it really her? And, if not, can (or
  should) the fractured peoples of Darliku be
  made to think it is her? And what happens
  when another “Crown Princess” appears in
  the clutches of a renegade duke?
  Save the King: A heliographed message
  from Fizvarlu claims that the King yet lives,
  but is imprisoned within the castle dungeon
  by a usurper. Will any Priest-Defenders of the
  Temple (or loyalists hiding there) take the risk
  and dodge bandits and warriors engaged in
  civil war to penetrate the capital, break into
  the castle, and bring the beleaguered monarch
  back to the (relative) safety of the Temple
  complex? Odds are good it’s a trap . . .
  Guerrilla Warfare: Using the hidden
  Temple complex as a base of operations,
  teams of warriors dart out to strike at the ene-
  mies of the kingdom, both foreign and
  domestic.
  Join Forces?: The leaders of both a loyal-
  ist and a rebel faction arrive at the Temple, to
  beg for alliance. Characters may either serve
  as liaisons to these leaders, or may be select-
  ed by the High Priest to hear the arguments
  and offers of each so as to help advise him
  what to do: collaborate with one or the other,
  or stand alone.
  Defend the Temple: Betrayed – whether by
  means of gold or magic – the shrouded
  Temple has been besieged by an army of foe-
  men. Can the priests hold off the attackers
  until they tire, or – by some miracle – aid
  arrives? (Perhaps some doughty souls are
  tasked with sneaking out of the Temple to
  locate a suitable ally amongst the factions
  now warring for control of Darliku?)
  
  Bladecleanse (Purify Sword)-10 [2]; Sword-sense
  (Seek Sword)-10 [2]; To Hand! (Control Sword)-
  9 [2]; Wall of Swords-8 [2].
  Equipment: Leather armor (PD 2, DR 2); medium
  shield (PD 3); shortsword (cut: sw; imp: thr); knife
  (cut: sw-2; imp: thr); amulet of the holy symbol of
  the Temple (lantern); scarf with the holy symbol of
  Rybeal (crossed swords) woven into it.
  Defender-Devotee
  Luessa
  155 points
  26 years old; 5’6”, 125 lbs.; medium-length
  brown hair, deep blue eyes; polished scale mail and
  shield with two crossed swords painted on it. This is
  Luessa after three years of training as a Defender.
  Attributes: ST 11 [10]; DX 12 [20]; IQ 10 [0]; HT 12
  [20].
  Speed 6; Move 6.
  Advantages: Clerical Investment 4 (Defender-
  Devotee) [20]; Combat Reflexes [15]; Daredevil
  [15]; Literacy [10]; Temple Attunement [5].
  Disadvantages: Extremely Hazardous Duty (Elite
  force) [-20]; Odious Personal Habit (Tactless,
  blunt speech, curses like a soldier) [-5]; Phobia
  (Agoraphobia; open spaces) [-10]; Stubbornness
  [-5].
  Quirks: Will not voluntarily put her sword aside
  while awake, even while bathing or eating [-1].
  Skills:
  Area 
  Knowledge 
  (Darliku)-10 
  [1];
  Astronomy-9 [2]; Bard-9 [1]; Brawling-13 [2];
  Broadsword-12 
  [2]; 
  Camouflage-11 
  [2];
  Climbing-10 [1/2]; Diagnosis-9 [2]; First Aid-14
  [4]; Knife-13 [2]; Knife Throwing-12 [1];
  Physician-8 [1]; Shield-14 [4]; Shortsword-15
  [16]; Stealth-12 [2]; Survival-10 [2]; Tactics-9 [2];
  Theology-8 [2]; Tracking-8 [1/2].
  Magical Skills & Set Spells: Temple Magic-9 [4];
  Devotion to Rybeal, Lady of Swords-12 [6];
  Bladecleanse (Purify Sword)-12 [2]; Goddess’
  Blade (Essential Sword)-10 [8]; Peacebond
  (Control Sword)-11 [2]; Shatter (Destroy Sword)-10
  [2]; Sword-sense (Seek Sword)-12 [2]; To Hand!
  (Control Sword)-12 [4]; Wall of Swords-10 [2].
  Equipment: Scale armor (PD 3, DR 4); medium
  shield (PD 3), painted with Rybeal’s holy symbol
  (crossed swords); shortsword (cut: sw; imp: thr);
  THE TEMPLE OF THE LOST GODS
  26
  
  knife (cut: sw-2; imp: thr); surcoat with holy sym-
  bol of the Temple (lantern) embroidered upon it;
  scarf with the holy symbol of Rybeal woven into it.
  Restoration or
  Desolation?
  After two decades of sporadic anarchy, the Years
  of Blood ended. Have the heroes of the realm held
  back the encroaching tide of barbarism by restoring
  the power of the throne? Or do they still suffer under
  the yoke of a usurper or a foreign invader? Worse
  still: has Darliku collapsed into a dozen smaller
  countries, united no longer? History does not record
  many details, and where it does, they are confusing
  or contradictory. What destiny have the heroes
  sketched out for themselves and their people? That
  choice is up to them . . . and to you.
  Phase 5:The
  Last Priest
  By any measure, the kingdom of Daliku had fall-
  en. Unfortunately, the records from this Phase were
  even spottier than usual. All that is known for certain
  is that two decades after the Years of Blood, the king-
  dom of Darliku was destroyed, and this can be laid at
  the feet of the Temple.
  A new High Priest – the Last Priest – utterly with-
  drew the support of the Temple from the throne(s) of
  the kingdom. Without the channeled powers of the
  Lost Gods, the rulers of Darliku were hamstrung in
  their attempts to rebuild after destruction.
  High Priest Ayzhurov, taking only those loyal to
  himself and the Lost Gods, retreated into the Temple
  complex and raised the Shield of Mists permanently.
  Thereafter, no one could approach the Temple suc-
  cessfully; many were lost in the fogs forever. Perhaps
  those few who never returned reached the Temple
  and chose to stay there . . . or were forced to. Who
  can say?
  Ayzhurov, the Last
  Priest
  175 points
  45; 5’10”, 165 lbs.; sandy blond hair, brown eyes;
  dressed in a cloak and plate armor with a crown –
  each point of the crown is a small, glowing lantern.
  Descended from the First Priest and a cadet
  branch of the royal line of Darliku, Ayzhurov arrived
  at the Temple during the Years of Blood as a refugee
  and orphan. He joined the Temple as an acolyte, and
  worked hard to understand, trusting in his abiding
  faith to get him through. It did, even when he con-
  tracted the Madness Plague. Luckily, the healers of
  the Temple had finally discovered a treatment for the
  disease, and Ayzhurov made a full recovery after a
  week of isolation, devout meditation, sleeping
  draughts, and fevered dreams.
  It was in those dreams that he first realized two
  things: one, that the lack of the Lost Gods was what
  made the world what it was; and two, that for all the
  efforts of the Temple over the last few centuries,
  there was no indication that the Lost Gods were any
  closer to reaching the world than when they started.
  THE TEMPLE OF THE LOST GODS
  27
  PHASE 5 ADVENTURE
  SEEDS
  Recovery of Treasures: The High Priest
  is planning on withdrawing behind the
  curtain of the Shield of Mists, allowing
  Darliku to stand or fall on its own. Before
  he gives that order, however, he sends
  mission-teams of priests to retrieve the
  treasures – scrolls, enchanted objects, sup-
  plies, and such – of the Temple residing in
  each chapel. The PCs could be loyal
  priests sent to collect this booty, or local
  priests trying to hang onto the necessary
  tools of their trade. (Ayzhurov especially
  wants the workbooks of Egwarth of
  Fizvarlu Chapel).
  Lost in the Fog: While wandering lost
  through an incredibly thick patch of fog, a
  group of travelers (soldiers, merchants,
  university students, explorers) find them-
  selves in front of a huge set of gates. The
  structure doesn’t seem to be on any of
  their maps, and they’ve lost their native
  guide . . .
  Pierce the Shield of Mists: Those
  damned Temple priests have stolen the
  chieftain’s daughter away! We must find
  and breach their fog-shrouded stronghold
  and rescue her!
  
  After all, didn’t it take the Messenger – the prover-
  bial Lord of Speed – centuries to cross the Heavens?
  Clearly, the faithful weren’t doing enough. He
  decided to change that. The divinities spoke through
  him with elegance and power. He became High
  Priest, and began the work of disentangling the
  Temple from the world.
  Attributes: ST 10 [0]; DX 10 [0]; IQ 14 [45]; HT 10
  [0].
  Speed 5; Move 5.
  Advantages: Charisma 2 [10]; Clerical Investment 5
  (High Priest) [25]; Literacy [10]; Magery [15];
  Temple Attunement [5]; Voice [10].
  Disadvantages: Duty (Temple & followers, 15 or
  less) [-15]; Overconfidence [-10]; Vow (Bring
  Lost Gods back to the world, by any means nec-
  essary) [-10].
  Quirks: Dislikes going aboveground; Mildly xeno-
  phobic. [-2]
  Skills: Astronomy-15 [6]; Bard-19 [8]; Diagnosis-15
  [6]; Naturalist-15 [6]; Occultism-16 [6];
  Philosophy-14 [4]; Physician-15 [6]; Research-16
  [6]; Theology-16 [8].
  Magical Skills & Set Spells: Realm Magic-14 [8];
  Way of Life-12 [8]; Seek Life-12 [2]; Way of
  Magic-10 [4]; Seek Magic-10 [2]; Temple Magic-
  15 [12].
  Equipment: Full plate armor (PD 4, DR 7); cloak;
  holy symbol crown; no weapons; Vault Key (see
  Phase 6, p. 32).
  Changes in the Faith
  and the Priesthood
  Outside of the Shield of Mists, some few priests
  tried to keep the worship of the Lost Gods alive. But,
  cut off from the Starlight Bath and with a shrinking
  population of the magically talented (due to the
  Madness Plague), the deep knowledge of Temple
  Magic dwindled and eventually disappeared.
  Lacking the ability to channel the powers of Heaven,
  the priesthood crumbled. Without priests, the Faith
  itself withered and died.
  Within the cloaked Temple complex, the Faith –
  and the faithful – continued, if somewhat changed.
  The experiences and beliefs of High Priest Ayzhurov
  gave him a different perspective on the state of the
  world: in one sentence, he believed that all troubles
  were due solely to the absence of the Lost Gods. In
  other words, if they were returned to the world, there
  would be no needless hunger, injustice, pain, blood-
  shed, death. They would impose order, everything
  would happen for a reason, and there would be true
  justice.
  The world has suffered long enough. Caught up in
  that suffering, the priesthood has strayed from its
  mission of helping the Lost Gods return, instead
  becoming entwined in politics and hand-holding. To
  return to purity, ties between the Temple and the
  world had to be severed.
  Ayzhurov’s argument, brought home through his
  fiery rhetoric, was that it is the responsibility of the
  priests of the Temple to bring the Lost Gods home,
  by any means necessary. Once they return, Heaven
  would be made on Earth. But only the purest of the
  pure, those truly dedicated to the stars, should put
  their shoulder to this wheel. Otherwise, they should
  go into the world that binds them. So the sequestered
  population of Temple priests was made up of the
  most fanatical believers in both the Faith and
  Ayzhurov.
  While the world forgot their existence, the Temple
  labored on to save it.
  Changes to the
  Temple in the Days
  of the Last Priest
  Temple defenses were maintained, but the priests
  did not move back to the surface, despite the protec-
  tive Mists; instead, construction continued under-
  ground. Still, parties of priests had to go out to hunt
  and gather the available wild fare.
  Of the additional new chambers and passages, a
  few were of an experimental nature. One of the more
  successful of these experiments was the three “Crop
  Caves.” Essentially cultivated pits with latticed roofs
  (to let in rain and sun to help the oats and rye plant-
  ed there to grow), they were connected by twisty,
  trapped tunnels to the main Temple complex.
  Another experimental area was the “Husbandry Pit,”
  where the powers of the Lost Gods of “Rightful Lust”
  (Unku), Wild Animals (Shia), and Painless Birth
  (Ebleth) were enchanted into a partially roofed-over
  gully. The Pit attracted the “best of breed” of the valley
  animals and got them “in the mood” – all to the end of
  breeding bigger, healthier animals. This experiment had
  curious results for unknown reasons (see box, p. 29).
  However, the chamber of greatest interest to the
  Last Priest was the one named “the Apotheosis
  Tomb” (see box, p. 30) Using the notebooks of Mad
  Egwarth (“the second Azeeg”), Ayzhurov attempted
  THE TEMPLE OF THE LOST GODS
  28
  
  THE TEMPLE OF THE LOST GODS
  29
  THE HUSBANDRY PIT
  Unfortunately, there is no Lost God of
  Rightful Lust – due to either a “false Finder”
  situation or hazy but sincere report, this
  sphere of influence is incorrect. The deity
  being channeled here is actually the Lost
  God of Acquisitiveness. This slight miscalcu-
  lation has caused odd “harmonics” in the
  enchantments placed in the Husbandry Pit,
  causing the beasts that are attracted by the
  magic to breed wildly across species lines,
  regardless of the limits of biology. The prog-
  eny of these weird unions
  acquire the characteristics
  of both parents, giving rise
  to bizarre chimerae – like
  eared raptors (rabbit +
  hawk), lup-quus (horse +
  wolf), hopping men (toad
  + human), and aracrinos
  (spider + goat). (See
  Chapter 
  2 
  for 
  more
  details.) When it was seen
  that the Pit only produced monsters, it was
  disenchanted . . . but traces of the Gods’
  power yet linger, and the divine forces return
  on their respective Holy Days (August 22,
  July 25, and August 25) in full force to snare
  new victims.
  Unfortunately, in addition to breeding
  true, these monsters can mate with animals of
  either of their parents’ species, and pass
  along their chimerical nature to any progeny.
  Several small populations of chimerae now
  populate the valley, to the consternation and
  confusion of the priesthood.
  
  to create the Gods Magnet in the Tomb, in order to
  speed the Lost Gods home. Like the Husbandry Pit,
  the Tomb was an apparent failure at its desired task,
  while still producing intriguing results.
  The Apotheosis Tomb absorbed divine energy
  from the Lost Gods, and acted as a powerful magical
  battery. This divine energy sustained the priests, their
  enchantments, and their defensive Mists for many
  centuries, and may have had other, subtler effects.
  THE TEMPLE OF THE LOST GODS
  30
  THE APOTHEOSIS TOMB
  Depending upon which Lost Gods’ ener-
  gies are being collected in the Apotheosis
  Tomb (see p. 65), the Temple in this Phase
  could have access to various powers. This
  campaign assumes that the two types of
  power stored have to do with Life (name
  unknown) and Magic (Nikovad). The first set
  of energies extends the lifespan and supports
  the health of all animals, plants, and people
  inside the valley (a good reason, perhaps,
  why the chimerae created by the Husbandry
  Pit do not leave the region – they’d die
  beyond the Mists) and might be a mystical
  explanation for why people all over the world
  seem to be living to greater ages than ever
  before. The second set of energies helps
  power the Mists and other enchantments
  within the valley, and its presence could be a
  reason why magic might not exist as such
  outside the valley (like attracts like, so most
  of the mana in the world is slowly flowing
  here).
  The powers of other Lost Gods would def-
  initely have other effects on the valley and the
  world; feel free to invent your own!
  Some questions GMs should consider:
  what effect, if any, does having their energies
  stored in the Tomb have on a Lost God? Is it
  any different than a priest channeling the
  god’s ability? What if these powers have been
  stolen from the Lost Gods, leaving them drift-
  ing impotently in space? What if these batter-
  ies do indeed work as Egwarth had hoped,
  and actually do speed a Lost God’s journey
  homeward?
  
  THE TEMPLE OF THE LOST GODS
  31
  TEMPLE TIMELINE
  Here’s a timeline of major events in the
  Temple of the Lost Gods’ history:
  Years Since Godsfall
  Notable Event(s)
  0
  Phase 1: Godsfall (see p. 4).
  0 to 6
  Madat ponders the Messenger’s charge.
  3 to 6
  Madat begins preaching the Faith.
  7
  Construction begins on the Chapel of
  the Messenger.
  12
  Chapel of the Messenger completed.
  15
  The Marriage of King Gwindku and
  Rayda.
  20
  The Convocation between the Solar and
  Temple priesthoods.
  33
  Madat, the First Priest, dies.
  35
  King Gwindku dies; Queen-Consort
  Rayda enters the Temple as an acolyte.
  68
  Construction begins on Fizvarlu
  Chapel.
  80
  Fizvarlu Chapel completed.
  81-290 The Faith continues to grow.
  294
  The birth of Azeeg the Small.
  300
  Phase 2 begins (see p. 11).
  303
  Azeeg becomes an acolyte.
  305
  High Priest Thimau catches Azeeg loi-
  tering; becomes his patroness.
  308
  The Mirror of Heaven (mundane) com-
  pleted (see p. 40).
  310
  Azeeg enters the priesthood, and is
  immediately made a Priest-Wanderer.
  313
  The Mirror of Heaven (improved with
  magic) completed.
  315
  Azeeg helps coordinate repairs to the
  Chapel of the Messenger; creates secret
  chamber in hypocaust.
  316
  Azeeg begins researching the Eye of
  Truth (see p. 39).
  326
  Azeeg finishes the formulation of the
  theory behind the Eye of Truth; begins
  to create blueprints.
  328
  Azeeg completes blueprints for the Eye
  of Truth; begins to assemble materials;
  meets with High Priest to arrange future
  site of the Dome of Truth (p. 39).
  331
  Azeeg assembles all materials for the
  Eye of Truth; begins construction.
  332
  Azeeg begins construction of the Dome
  of Truth; King Gwithdor III dies (see
  Phase 2 Adventure Seeds, p. 14).
  336
  The Eye and Dome of Truth are both
  completed.
  338
  High Priest Thimau dies; Azeeg
  becomes High priest.
  389
  High Priest Azeeg dies.
  390-580The Golden Years continue.
  584
  Phase 3 begins (see p. 16); Egwarth
  born in Fizvarlu.
  587
  Ayzhurov born.
  593
  Egwarth becomes an acolyte.
  597
  Egwarth 
  enters 
  the 
  priesthood;
  Ayzhurov becomes an acolyte.
  598
  The Minister of War dies in a boating
  accident (see Phase 3 Adventure Seeds,
  p. 19).
  601
  The Madness Plague (see p. 16) strikes
  Keelneyi.
  602
  Egwarth and Ayzhurov both contract
  the Plague; Egwarth dies; Ayzhurov
  recovers. Later that year, Ayzhurov
  enters the priesthood.
  603-607The Plague spreads throughout the
  land.
  608
  A priest named Nellish may have found
  a cure for the Plague.
  610
  The Plague strikes Fizvarlu hard;
  Crown Princess Madiza comes down
  with the sickness; the Final Crisis (see
  p. 21); Crown Princess Madiza disap-
  pears.
  611
  Phase 4 begins; civil war breaks out
  across the realm.
  611-632The Years of Blood.
  616
  The Crown Princess reappears . . .
  maybe (see Phase 4 Adventure Seeds, p.
  25).
  620
  The Shield of Mists (see p. 24) is raised
  for the first time.
  632
  Phase 5 begins; Ayzhurov becomes
  High Priest.
  633
  High Priest Ayzhurov withdraws all
  Temple support to secular factions;
  begins the recovery of treasures (see
  Phase 5 Adventure Seeds, p. 27).
  642
  High Priest Ayzhurov – the Last Priest –
  raises the Shield of Mists permanently.
  
  Phase 6:The
  World Abides
  Hundreds, maybe thousands of years have passed,
  while the priests of the Lost Gods have let the surface
  elements of their Temple collapse and rot. The wind
  and weather have cracked open its structures. Broken
  walls and fallen pillars litter the ground like giant’s
  blocks. Everything is lushly overgrown with weeds,
  vines, bushes, and trees. Unseen beasts send weird
  calls ringing through the ruins. Pits and sinkholes
  reach down into darkness. The scene is eerie, filled
  with a sense of unwholesome vitality.
  (All HT rolls to resist crippling or death are at +3
  within the valley; additionally, 1 extra hit point is
  gained per day of natural recovery.)
  Important
  Considerations
  When using the Temple complex in Phase 6, the
  GM must decide on the nature of the human popula-
  tion – the priesthood and especially the Last Priest –
  behind the Shield of Mists. Here are some options:
  Undying & Long-Lived: Basically, the priests will
  not die of natural causes; they will live on until killed
  by accident, disease, or violence. They will age very
  slowly, and have difficulty having children. The Last
  Priest might be the same Ayzhurov who raised the
  Shield of Mists, or a descendant or other successor.
  Sequestered Population: The priests have a typi-
  cal human lifespan, probably extended to modern
  length by healing magic. There will be some children
  running around. If stats are needed for them, kids
  under 12 should be built on 25 points or less;
  teenagers under 16 should be built on 50 to 100
  points, but should take the Youth disadvantage (see
  GURPS Lite, p. 13); an individual of age 16 is con-
  sidered an adult, and should be built on the same
  number of points. Due to inbreeding in a limited
  population, there could be a number of advantages or
  disadvantages held in common by a generation
  (Absolute Direction, Resistant to Poison, Bad Sight,
  Hard of Hearing, etc.). The descriptions of areas #6
  (the Dormitory) and #9 (the Scriptorium) should be
  amended to include the presence of children; the
  Scriptorium would probably also serve as a class-
  room. The Last Priest is a successor to his namesake,
  the original Ayzhurov.
  Immortal Last Priest: After exposure to the power
  of the Gods Magnet (see p. 40), the Last Priest is
  immortal. This protection could work only within the
  boundaries of the Valley, or be a permanent change
  to the isolationist potentate. This, then, would be the
  same Ayzhurov who raised the Shield of Mists.
  Some combination of the above.
  How Powerful is the Last Priest?
  If the Last Priest is Undying or Immortal, how can
  a GM adequately reflect his power level, especially if
  he’s been studying and learning for millennia?
  What’s the point cost for Immortality or Undying?
  The easiest way to do this within the boundaries of
  GURPS Lite and this book is to just use the write-up
  for Ayzhurov in Chapter 1 (see p. 27). Over thou-
  sands of years, he must have learned a staggering
  amount, but memory being what it is, he best remem-
  bers what he uses in the day to day course of his life.
  In terms of his unnatural lifespan, just wing it: don’t
  worry about coming up with the point cost for
  immortality or undying – he just is. (For GMs inter-
  ested in exploring this type of thing in greater detail,
  check out GURPS Compendium I, where there are a
  number of options for very long-lived characters.)
  If the GM desires to reflect a greater proficiency
  granted by centuries of study, simply assume that all
  and any of the Last Priest’s skills are at a level of 15.
  That way, he’s very competent, but there’s still a
  chance he could fail in a Contest of Skills or a skill
  check.
  THE TEMPLE OF THE LOST GODS
  32
  2.The Temple
  Complex
  
  Who (or What)
  Inhabits the Temple
  Now?
  There are plenty of mundane animals – wild
  goats, songbirds, toads, rabbits, chickens, other small
  mammals, birds, and lizards – living in the dense
  foliage growing over the Temple ruins.
  Small bands of monsters roam the valley, feeding
  on the lush vegetation, the mundane animals, and
  often each other.
  And underground walk the last remnants of the
  priests of the Lost Gods, surviving on the backwash
  of divine power and zealotry. 
  Chimerae
  Here are some of the most common types of
  bizarre animal hybrids created by the Husbandry Pit
  (see p. 29). General rules for beasts appear in
  GURPS Lite, p. 22.
  Aracrinos
  Six-legged goats with spiky black fur, toothy
  mandibles, horns, and compound eyes.
  ST 10; DX 12; IQ 3; HT 9. Speed 5; Dodge 6.
  May cling and move along walls and ceilings. Hide
  has PD 0, DR 1. Attacks by biting for 1d-2 crushing
  damage; after a successful bite attack, it may perform
  a Venom attack for 1d damage on its next turn.
  Aracrinos have the ability to create giant webs to
  catch wandering prey (roll vs. ST to break free).
  They can entangle their quarry with cast weblines
  when hunting with a successful DX roll; the webline
  may be blocked or dodged, but not parried – it’s too
  sticky. If the attack succeeds, the target is “lassoed”
  and has difficulty moving; snared foes have a penal-
  ty of -3 on all physical feats (including combat)
  while entangled, and must succeed in a ST-3 roll to
  break free.
  Eared Raptors
  Large, hawk-like birds with long, feathery ear
  tufts (that look like rabbit ears), a wickedly hooked
  beak, and gigantic legs equipped with sharp talons.
  ST 6; DX 12; IQ 2; HT 10. Speed 4 on the ground,
  16 in the air; Dodge 8. Their nimbleness in the air
  gives them PD 1, DR 0. Attacks with beak for 1d-3
  crushing damage or with talons for 1d-1 cutting dam-
  age. The eared raptor’s hearing is so acute, it can
  track (and identify) other creatures by heartbeat on a
  roll of 15 or less; however, constant noise (like the
  babbling of a brook) can penalize this ability and
  sudden loud noises can stun and disorient eared rap-
  tors (see GURPS Lite, Stunning, p. 28).
  Hopping Men
  Brown, warty, bipedal frog-like humanoids, about
  the size of a chimpanzee.
  ST 9; DX 10; IQ 5; HT 12. Speed 6, on the ground
  or in the water; Dodge 5. Their skin has PD 0; DR 1.
  They can strike prey with their three-fingered hands
  for 1d-2 crushing damage. The amphibious hopping
  men are equally at home on land or water (no need to
  make rolls for swimming or drowning), and can
  make vertical or horizontal leaps of (ST ¥ 2) yards.
  Don’t be fooled by their humanoid shape: they’re not
  even as bright as chimpanzees, and do not use any
  form of tool.
  Lup-quus
  Small, shaggy pony with wolf-like ears, muzzle,
  and fangs, in addition to clawed hooves.
  ST 35; DX 10; IQ 4; HT 13. Speed 14; Dodge 7.
  Hide has PD 1, DR 2. Attacks by biting or raking
  with claws for 2d-1 cutting damage. They track prey
  using their acute sense of smell at a skill level of 12.
  Lup-quus may sprint, doubling their Move (and
  Dodge) for a total of HT turns (in combat) or HT
  minutes (cross-country travel) per day.
  Surface Map
  Provided that the Shield of Mists can be traversed
  (see p. 24), newcomers will see that the Valley of
  Mists is lush – almost abnormally so. The very air
  teems with vitality. Mosses, creepers, vines, shrubs,
  grasses, and trees choke each other; birds, small
  mammals, lizards, toads, and insects fill the air with
  their droning calls. A number of springs spill water
  into brooks that meander down the hillsides, finally
  pooling into a sizable fish-filled lake. Wild and over-
  grown, the Valley is an Eden run riot.
  About halfway up the north slope of one of the
  rolling hills is a particularly curious patch of forest,
  which forms an almost perfect circle of lurid vegeta-
  tion. Under the blanket of green, gray stone is visible
  – is it ruins of some sort, or just a geological feature? 
  If one hacked through the underbrush, it would
  take nearly an hour to reach the site (successful roll
  vs. ST; failure increases travel time by a half-hour;
  the path will overgrow completely within 24 hours).
  Once there, it is clear that the plants are covering a
  ruined complex of ancient age . . . 
  THE TEMPLE OF THE LOST GODS
  33
  
  Wandering Weirdness
  On a Sense roll -3, explorers may see or hear hints
  that there are weirder creatures living in the valley.
  Aracrinos tend to lurk in the ruins of the Temple;
  their webs may be spotted hanging here and there in
  the vegetation. An oddly shaped bird (eared raptor)
  might be seen to swoop from on high and snatch a
  songbird from the air. The small band of hopping
  men live in and around the lake at the bottom of the
  valley; ripples and wakes in the water could be visi-
  ble. From the far corner of the valley, the high-
  pitched howl of the lup-quus can be heard.
  Currently, priests only go out to gather food once per
  week, while channeling the power of Xade (Lost God
  of the Hunt), using Temple Magic to move stealthily. 
  (Detecting a priest during one of these supply runs
  requires a Quick Contest of Skill between the watch-
  er’s Vision – plus Acute Vision or Alertness – and the
  priest’s Temple Magic skill to see a blurry form mov-
  ing against the vegetation. In any case, traces of their
  passage can easily be found with a successful Tracking
  roll. If a priest sees strangers, he will immediately
  return underground by the nearest entry to notify the
  Last Priest that there are intruders in the Valley.
  A.The Statue
  A 12-foot tall stone statue of a male human figure
  stands here, its features obscured by moss. It holds an
  object (lantern) up over its head with its right hand,
  and is holding something (three scrolls) in the crook
  of its left arm. A circular halo shines behind its head.
  From a distance, it looks a bit like a tiny version of
  the Statue of Liberty (it’s actually a likeness of the
  First Priest). 
  The style of sculpting (and the facial features of
  the figure) is atypical for the region; also the statue
  seems to have been shifted off of its original base
  (located about 10 feet southwest) at some point in the
  past.
  (There is a trapped entry into the underground
  complex here (see Temple Traps, p. 35), but it
  requires a successful Sense roll at -8 to find; see near
  #23 on the Underground Map.)
  B.The Pit
  Surrounded by the trails of numerous animals, this
  is a deep pit (see box, The Husbandry Pit, p. 29). A
  hollow leads back under an overhang, opposite a
  gently rising slope. The floor of the pit is covered in
  THE TEMPLE OF THE LOST GODS
  34
  
  grass and berry bushes, underneath which can be
  found many animal bones: the remains are of typical
  adult and infant animal specimens (plus some bizarre
  “mutations” that look like no animal that’s ever exist-
  ed). Deep in the hollow, there seems to be a darker
  patch of stone . . . a door?
  (Humans who enter the Pit must succeed at a Will
  roll or become affected by the magic of the Pit – they
  will become greedy for money, food, water, drink,
  sex, respect, safety, adventure, action, etc. – whatev-
  er seems to best fit the character’s foibles. They will
  be at -2 to all IQ and IQ-based skill rolls for 1d+10
  minutes. The dark patch is indeed a door into the
  underground complex; see #20 and #21 on the
  Underground Map.)
  C.The Ruin
  Amidst tumbled statuary and shattered masonry,
  the corner of a building made of fitted stone still
  stands. Forming a three-cornered shelter from the
  weather, the ruin is about the size of a small cottage.
  Large, ropy webs drape over the structure; making it
  look somewhat like an end table covered in gauze.
  The webs ripple in the breeze with a soft fluttering
  noise. There’s a strong odor here, reminiscent of
  farm country.
  (A mated pair of aracrinos are clinging to the ceil-
  ing of this corner; the female has laid a clutch of six
  baseball-sized eggs and will guard them with her life.
  The male will defend both mate and eggs, but will run
  away if he is reduced to zero hit points. There is a
  trapped entry to the complex here, requiring a Sense
  roll to detect; see #1 on the Underground Map.)
  D.The Dome
  What looked at a distance to be a mass of shrubs
  or low trees turns out to be a dome constructed of
  stone slabs, intricately notched and fitted together.
  The construction looks more like a jigsaw puzzle
  than architecture. There are no entry points, and the
  dome is unable to be breached. 
  (The interior of this Dome is #11 on the
  Underground Map.)
  E.The Covered Pit
  This pit is covered with a latticework of wooden
  slats, lashed together with vines (this is one of the
  “Crop Caves” mentioned in Chapter 1). The struc-
  ture is obvious proof of recent human habitation: in
  the climate of the valley, such structures would rot,
  decay, and fall into the 15-foot pit in less than a year
  of exposure. The pit seems to be set up as a garden of
  food plants – mostly berries, legumes, and tubers.
  There seems to be a wooden door in one of the walls
  of the pit, and a nearby set of copper rungs leads
  down the pit wall.
  (Two more covered pits of larger size lie 20 and
  50 yards west of this one. A successful Acrobatics+3
  or DX-3 roll is required to navigate the ladder the
  first time without falling; see GURPS Lite, Falling,
  p. 29. This area connects to #10 on the Underground
  Map.)
  Secret Doors
  Secret doors can be actively detected with a suc-
  cessful roll against the Camouflage skill or a Sense
  roll; passive detection requires a Sense roll at -4.
  They usually lead through closed off, disused cham-
  bers and corridors of the complex (see the Phase 4
  underground map on p. 26 for ideas on furnishings
  and equipment left behind).
  Temple Traps
  To actively detect a trap requires a successful roll
  against Traps skill or a Sense roll at -3; passive detec-
  tion requires a Sense roll at -6. To disarm a trap
  requires a successful Traps roll (Temple priests know
  the proper mechanism for disarming their own traps,
  if necessary).
  Temple traps in Phase 4 are usually (but not
  always) non-lethal mundane or non-lethal magical;
  most traps in Phase 5 are lethal (see Chapter 1 for
  more details on Phases 4 and 5). GMs may assign
  traps to the relevant icons on the Temple maps, or
  can roll 1d for a random result.
  Non-Lethal Mundane 
  1. Weighted net: Falls from ceiling; can be
  dodged. Requires a successful Sense roll at -3 to
  detect, then a DX-3 to avoid. To get free of the net
  requires two successful ST-2 rolls and a sharp edged
  instrument.
  2. Sleep dart: Several shoot out of wall; can be
  blocked, dodged, or even parried with a successful
  Sense roll at -3. Darts do 1d-4 impaling damage; if
  dart penetrates DR, roll vs. HT or fall asleep for 1d ×
  10 minutes.
  3. Pit: Trapdoor opens in floor, exposing a 9’ × 9’
  × 9’ pit. Requires a successful Sense roll at -3 to
  detect, then a successful DX roll is needed to avoid
  falling in and taking damage (see also GURPS Lite,
  Jumping, p. 23, and Falling, p. 29). 
  THE TEMPLE OF THE LOST GODS
  35
  
  4. Portcullis: Sets of bars fall from the ceiling and
  cage off the area. Requires a successful Sense roll at
  -3 to detect, then a DX roll to leap clear or trespass-
  er becomes trapped (on a critical failure, victim is
  struck by the falling bars for 2d crushing damage);
  each set of bars weighs 850 lbs. (see GURPS Lite,
  Lifting and Moving Things, p. 23).
  5. Snare: A rope snare wraps around the victim’s
  legs and whips him upside-down. Requires a suc-
  cessful Sense roll at -3 to detect, then a DX-3 (or
  Jumping or Acrobatics) roll to avoid; if snared, it will
  take (at minimum) 1d+6 turns, a DX-3 roll, and a
  sharp edged instrument to cut oneself free.
  6. Deadfall: Suspended log is released from ceil-
  ing to sweep the area at waist height. This is clearly
  visible, and can be dodged with a successful DX roll;
  if the dodge fails, victim takes 1d+1 crushing dam-
  age.
  Non-Lethal Magical
  1. Electric shock: Blue-white sparks arc out of the
  air to strike at the victim. This is an Electric Shock-
  12 spell; target resists with a Will roll; failure stuns
  target for 1d+1 turns. (May scramble electronics.)
  2. Lodestone ceiling: A low hum seems to come
  from above. The ceiling turns strongly magnetic; tar-
  get requires successful ST roll to hold onto metal
  gear; Quick Contest of Lodestone-12 vs. ST for peo-
  ple in metal armor; failure indicates victim is immo-
  bilized for 1d turns. (May scramble electronics.)
  3. Heat metal: A red light seems to envelop the
  victim. All metal gear seems to become superheated;
  items will “cool” after 1d turns. Asuccessful Will roll
  is required each turn to hang onto heated items, plus
  victim takes 1d-4 damage per turn. (May scramble
  electronics.)
  4. Sticky floor: Victim suddenly smells the thick
  odor of tar wafting up from below. The floor trans-
  forms into tarry goop; successfully wading through
  the puddle requires a Quick Contest of the Tar Pit-13
  spell vs. ST. The sticky substance lasts 1d+2 turns,
  after which it reverts to normal (may leave victim
  partially encased in the floor; a successful ST-6 roll
  is needed to pull free).
  5. Mist: Fog fills the area; same as Shield of Mists
  (see p. 24).
  6. Alarm: Piercingly loud alarm goes off for 1d+3
  turns. A successful Will roll is required to act in the
  next turn, due to shock and surprise.
  Lethal
  1. Guard raptors: Three eared raptors in cages on
  perches are hidden here. Setting off this trap springs
  the doors of the cages; if the victim does not give the
  correct (Darlikuan) command, they will attack all in
  the area.
  2. Watch Aracrinos: An aracrinos hides on the
  ceiling here. If the victim does not give the correct
  (Darlikuan) command, it will first attempt to entan-
  gle the intruder by casting a webline; then it drop
  down to bite and envenom him.
  3. Lightning bolt: From a glowing crystal on a
  nearby wall. If not dodged or blocked, it delivers 2d
  damage. (Will scramble electronics.)
  4. Fire jet: From the mouth of a nearby statue or
  bas-relief. If not dodged or blocked, it delivers 2d
  damage.
  5. Crossbow crossfire: Several (1d) bolts shoot
  from the wall. If not dodged, parried, or blocked,
  each delivers 2d impaling damage.
  6. Spiked spring-arm: Bent beam of wood bearing
  nasty spikes sweeps the entire area. Can be dodged at
  -1; all victims unable to make their dodge take 1d+2
  impaling damage.
  Underground Map
  All rooms, walls, and corridors are of “smoothed”
  rock – as if the stone was turned into clay and mold-
  ed by hand or tool. Doors are of thick wood, with a
  pin and socket hinge, lubricated with animal fat. The
  air is more-or-less fresh and somewhat moist (with
  strange “meaty” and “spicy” aromas mixing with
  “dusty” and “moldy”). The temperature is cool, and
  gets colder the closer one gets to the well and the
  springhouse. Sufficient light is provided by a combi-
  nation of oil lanterns and cunningly redirected sun-
  light via copper reflectors.
  Those rooms marked with an asterisk will have at
  least one priest within them at any time, in addition
  to any guards noted on the map.
  1. Entryway
  Wooden steps lead down into this dim, cramped
  room. A scowling bald man with a shortbow stands
  here, and will jabber at intruders in an exotic lan-
  guage (see box, p. 38). If the invaders do not stop and
  put their hands over their heads, get on the ground,
  offer their hands open-palmed, etc., he’ll bellow for
  reinforcements (1d generic warrior priests will arrive
  in 1d turns), then shoot.
  THE TEMPLE OF THE LOST GODS
  36
  
  2. Infirmary
  A high-ceilinged room, its walls lined with glass
  and pottery jugs. A dozen wooden cots and six cop-
  per braziers full of coals stand around a table with a
  mortar, pestle, and an alcohol lamp. 
  3. Baths
  This entire room is lined with fired-clay tiles,
  slightly slick with damp (make a DX roll for sudden
  movements). Several deep tubs fill this area, also
  lined with tile. Copper fixtures protrude from the
  walls: when their handles are pumped, cold water
  flows out. There is a large copper kettle here (to heat
  water) with several wooden buckets. Off to one side
  stands a brazier, filled with dry logs and clay bricks;
  long bronze tongs are hooked over the handle of the
  brazier (used to drop heated bricks into the tubs to
  keep bathwater warm). 
  In a smaller side chamber is a bathroom, utilizing
  a constant-flow toilet system. Stacks of broad, fresh
  leaves serve for sanitary purposes.
  4. High Priest’s Quarters
  A spartan chamber, possessing only a cot, a sturdy
  desk, and a high-backed chair, all constructed of rich,
  dark wood. There is a golden lantern here, filled with
  oil, a box of candles, and a curious spark-striker
  (remarkably like those used to light modern acety-
  lene torches).
  THE TEMPLE OF THE LOST GODS
  37
  WHAT’S THE LAST
  PRIEST DOING?
  (For ideas on the Last Priest’s plans,
  outlook, and possible stance as regards
  intruders, see Phase 5, p. 27, and the
  Temple Raiders Campaign, p. 46.)
  The Last Priest spends his days in a
  cycle of sleep (see #4), food (see #16),
  meditation (see #11), study (see #8), med-
  itation (see #11), research (see either #14
  or #15), and sleep (see #4).
  His followers may approach him at any
  time for guidance, though he’s most irri-
  tated when interrupted during meditation.
  
  5.Well
  A low wall surrounds the opening of this 100-
  foot-deep well. There is a wooden bucket and wind-
  lass over the aperture, as well as a copper hand-pump
  and spigot. The water is fresh and cold.
  6. Dormitory*
  This room contains rows of cots bearing down-
  stuffed mattresses and rough wool blankets. Linen
  screens block off each cot from its neighbor. Each cot
  has a small wooden chest near its head, and many
  have odd trinkets spread out upon them (rocks, ani-
  mal teeth, cheap jewelry, feathers, stylus and wax
  tablet, etc.). The walls are richly – if crudely – deco-
  rated with images of stars, planets, and winged peo-
  ple flying through the sky. This room appears to be
  “co-ed”; furthermore, some cots seem to be wide
  enough for two people.
  7. Storage
  The room contains nets of dried goods, bolts of
  cloth, stacks of tanned hides, regular lengths of
  THE TEMPLE OF THE LOST GODS
  38
  HOW MANY PRIESTS?
  The number of priests populating the
  Temple complex is left up to the GM. Some
  good rules of thumb might be to have two
  priest NPCs per character in the party (plus
  the Last Priest), for small or weak groups, or
  those in a realistic or gritty setting. For cine-
  matic settings or more powerful PCs, four
  priests per character is a good number for
  challenges both in action and interaction.
  Guardposts (noted by G on the map) are
  manned at all times by warrior priests only.
  Generic priests may be found anywhere.
  On the whole, priests know almost nothing
  of the world outside the Shield of Mists, since
  they are devoted to the Last Priest’s goals of
  purity. They don’t have to be merely faceless
  henchmen (though that’s fine if you want) –
  they are holy people, far from their time. The
  world they knew is long dead, and they speak
  a language that’s nearly incomprehensible to
  modern man (the GM can allow a Gesture roll
  to allow basic communication). All they have
  is their leader, their Faith, and the society of
  their comrades. 
  Generic Priest
  25 Points
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0];
  HT 10 [0].
  Speed 5; Move 5.
  Advantages:
  Clerical 
  Investment 
  [5];
  Literacy [10]; Temple Attunement [5].
  Disadvantages: Duty (Temple, 9 or less) [-5];
  Primitive [-15]*.
  Skills: Astronomy-10 [4]; Bard-8 [1/2];
  Knife-11 [2]; Occultism-8 [1/2]; Staff-9
  [2]; Survival-11 [4]; Theology-10 [4].
  Magical Skills & Set Spells: Temple Magic-
  10 [8].
  Equipment: Loose robes; knife (1d-2 cut, 1d-
  2 imp); staff (sw 1d, thr 1d+2; both cr).
  Generic Warrior Priest
  75 Points
  Attributes: ST 11 [10]; DX 12 [20]; IQ 10 [0];
  HT 11 [10].
  Speed 5.75; Move 5.
  Advantages:
  Clerical 
  Investment 
  3
  (Defender) [15]; Literacy [10]; Temple
  Attunement [5].
  Disadvantages:
  Bad 
  Temper 
  [-10];
  Compulsive Behavior (bragging) [-5];
  Duty (Temple, 12 or less) [-10]; Primitive
  [-15]*.
  Skills: Astronomy-10 [4]; Axe/Mace-13 [4];
  Bard-9 [1]; Bow-12 [4]; Knife-13 [2];
  Occultism-10 
  [2]; 
  Shield-14 
  [4];
  Shortsword-13 [4]; Staff-12 [4]; Survival-
  11 [4]; Theology-10 [4].
  Magical Skills & Set Spells: Temple Magic-
  10 [8].
  Equipment: Leather armor (PD 2, DR 2); and
  either axe (1d+2 cut), club (1d+1 cr), knife
  (1d-2 cut, 1d-2 imp), shortbow (1d-2 imp),
  shortsword (1d cut, 1d imp) or staff (sw 1d,
  thr 1d+2; both cr).
  * The Primitive disadvantage (see GURPS
  Lite, p. 13) here reflects a difference of 3
  Tech Levels (see GURPS Lite, p. 32) com-
  pared to modern day (TL8) adventurers.
  You could consider them as having a
  “mechanical” TL of 3, plus an additional 2
  “effective TLs” of magical know-how that
  takes the place of technology. In other time
  periods or settings, please adjust the value
  of this disadvantage.
  
  wood, empty boxes and pots, and other stuff too use-
  ful to throw away.
  8. Library*
  This well-lit room is filled with floor-to-ceiling
  scroll racks and bookshelves. The air is drier than
  usual, with a musty, dusty odor. The books and
  scrolls are in at least three different unknown scripts;
  all are in excellent condition, none seeming to be
  more than 200 years old from the state of their mate-
  rials (see #9); and there are hundreds of them. (They
  are predominantly about religion and philosophy, but
  there are a handful of secular works . . . all of which
  no one outside of the Temple complex has ever heard
  of.)
  9. Scriptorium*
  This well-lit room is filled with angled desks cov-
  ered in inkpots, quills, and works in the process of
  being recopied. One end of the room contains what
  appear to be bookbinding tools, equipment, and sup-
  plies. Each work in the Library is recopied as soon as
  wear or aging becomes apparent. Luckily, the quali-
  ty of materials used and workmanship done (plus a
  touch of magic, perhaps) ensures that these works
  last a very long time, in superb condition. 
  10. Crop Cave
  See above, Surface Map, #E.
  11. Dome of Truth*
  This quiet, somewhat dark chamber is huge and
  spherical. Hollows or dimples in the floor hold soft
  mats and cushions, evenly spaced. The air is com-
  fortably cool and moist without being damp. 
  In the center of the sphere, perching atop a sturdy
  iron pole, is the Eye of Truth. Faint beams of light
  lance out from the Eye to paint the images of stars
  and other celestial bodies on the interior of the
  Dome; they move as time passes. As far as explorers
  can tell (based on a successful Astronomy roll), the
  positions of stars are correct for whatever year and
  latitude the Temple happens to be in. (Also see the
  Surface Map, #D).
  12.Vault
  The door here is locked and trapped; only the Last
  Priest has the key. (A successful Lockpicking skill
  will open the door; however, if the lock-picker does
  not have the Temple Attunement advantage, a lethal
  trap is sprung – see Temple Traps, p. 35.)
  This room contains a huge copper cauldron (the
  Starlight Bath, see p. 9), several statues of varying
  sizes and subjects (all Lost Gods), a mosaic depicting
  THE TEMPLE OF THE LOST GODS
  39
  THE EYE OF TRUTH
  An oblate spheroid, glimmering with
  its own light, hovering an inch over an
  iron pole. It is constructed of a network of
  pencil-thick bars of bronze, which hold
  curved sheets of dark blue glass. (The
  exterior is enchanted for sturdiness.)
  Inside is a bewildering array of metal
  gears and mirrors (enchanted for free
  movement). At the center of the works is a
  softball-sized chunk of smoky quartz
  (heavily enchanted with Knowledge and
  Light magic). 
  If the crystal is removed from the Eye,
  the enchantment ends permanently.
  The iron pole is unadorned, but there is
  an odd “flange” about two inches from the
  floor that seems to have been welded on
  later (and the flange bears a unidentified
  enchantment . . .)
  WHERE’S THE TREASURE?
  The majority of the Temple’s wealth in
  Phase 6 is in the form of knowledge – books,
  devices, and magic. There are some nice
  pieces of art (see #12) depicting the Lost
  Gods. While not a lot of coinage or gems are
  just lying around, GMs should feel free to
  drop in a couple of treasure chests if that’s
  what it takes to make players happy. 
  Note that any characters who help bring
  knowledge of the existence of the Temple to
  the wider world will become major celebri-
  ties. The scientific, historical, cultural, theo-
  logical, philosophical, para-psychological,
  and political ramifications of the existence of
  the Temple and its priesthood – regardless of
  whether they are friend or foe – beggar
  description.
  For scavengers and looters, somebody will
  buy anything dragged out of the Temple, but
  will it be worth the cost of transporting it?
  
  the First Priest and the Messenger, some small boxes
  containing jewelry and gems, and a clay pot filled
  with copper coins of unknown provenance (one from
  the reign of each Darlikuan monarch up until the
  Years of Blood; see Phase 4, p. 21).
  In a fantasy world, the treasures within are worth
  (at a minimum) $250,000. In the modern world, the
  contents are a priceless archeological find.
  Additionally, there are the magical powers of the
  Starlight Bath and any remaining Golden Feathers
  (which would be stored separately in individual
  locked boxes).
  13.Armory
  This chamber contains 10 barrels filled with
  leather armor and weapons racks holding two dozen
  axes, shortbows, and shortswords. Bundles of arrows
  are piled up here as well.
  14. Laboratory*
  One end of this room has shelves of canisters,
  retorts, beakers, and alembics of glass and pottery, all
  filled with noxious fluids and strange powders. A
  small cauldron sits on a piece of slate; nearby are
  what look like chafing dishes. 
  The other end of this room looks more like a
  watchmaker’s shop: plenty of gears, wheels, rockers,
  timing elements, and chains constructed out of a
  dizzying array of materials. 
  In a locked cabinet recessed into one wall sit the
  Mirror of Heaven and the Gods Magnet (see box).
  15. Menagerie*
  This malodorous chamber has dozens of cages on
  its walls; its floor is strewn with hay and animal
  dung. Specimens of a wide variety of the Valley’s
  animal life are represented here, from army ant to
  hummingbird to hare to hopping man. The priests
  study the animals, weighing and measuring them,
  both for general purposes and to collect information
  on what went wrong with the Husbandry Pit. They
  also train a few of them as watchdogs or pets.
  THE TEMPLE OF THE LOST GODS
  40
  THE MIRROR OF HEAVEN
  Initially, the Mirror was a mundane assort-
  ment of mirrors, gears, lenses, and reflectors,
  the mutant offspring of a camera lucida and a
  reflecting telescope. However, Azeeg the
  Small (see p. 15) improved the design later
  with magic before moving on to the Eye of
  Truth (see p. 39).
  When unfolded, the Mirror of Heaven
  looks like a five-foot rhododendron with cop-
  per tubing for branches and mirrors wearing
  monocles for leaves; a single 25-foot “root”
  made of twisted copper wires terminates in a
  clear glass bead the size of a jawbreaker.
  When placed under starlight, the Mirror col-
  lects that light and projects it down the root to
  the bead, which “paints” the interior of a
  darkened room with an image of the night
  sky.
  THE GODS MAGNET
  This artifact looks like a two-foot-tall
  stepped pyramid of ironwork, its surface
  sheathed in green glass, glowing from within,
  and emitting a dull, low thrum. There seems
  to be a clear, viscous fluid behind the glass.
  This object is highly enchanted: it contains
  tremendous amounts of Life and Magic ener-
  gies, which help maintain the magic of the
  Temple, the Valley, and the Shield of Mists.
  There’s a “flange” at the pyramid’s apex
  that looks similar to the one on the support
  pole for the Eye of Truth (see above). For
  those characters who notice both flanges, a
  successful IQ roll will let them realize the
  flanges can be fitted together (see, Hooking
  Up the Juice, p. 41).
  (Characters with any form of Magery must
  make a Will roll or become fascinated for 1d
  minutes, unable to do anything else but stare
  at the device. At the end of that period, they
  must make another Will roll, but this time at
  +1. Repeat, until successful. The Gods
  Magnet will not affect them again so long as
  they remain in its presence.)
  If the glass is broken, there will be a mas-
  sive explosion of magical energy, doing 3d ×
  10 damage to everyone within 10 yards of the
  Gods Magnet; damage halves per 10 addi-
  tional yards away from ground zero.  The
  force of this energy cannot be blocked or
  absorbed by anything that is inorganic. (If a
  character manages to survive being within 10
  yards of the explosion, they might gain a level
  of Magery or another advantage.)
  
  16. Refectory*
  A large, high-vaulted room containing three long
  tables and a number of short benches. The floor is
  tiled, as is the wall to about five feet high. The
  remaining walls and ceilings depict a scene of the
  night sky in summer; the painted stars are faintly
  luminescent .
  17. Scullery
  This is where used crockery and dinnerware is
  washed, dried, and stored.
  18. Kitchen*
  Alarge wood-fired oven with an attached grill and
  griddle dominates this room. (However, the fire runs
  on magic, not wood.) The air in here is as fresh as
  that on the surface, due to the excellent ventilation
  system. Long counters are used to prepare food for
  the priests.
  19. Springhouse
  This room is quite cold – colder than it has any
  right to be, even considering the brook running
  through it (magic keeps it from getting any warmer).
  Perishable foods are stored here; it’s the Temple’s
  refrigerator. There
  is also no
  smell to the
  air in this room
  at all, not even the
  normal aromas of
  the complex.
  20. Husbandry
  Pit
  See above, Surface Map,
  #B. Note that this is the most
  frequently used entrance and exit
  from the complex.
  21. Mud Room
  This room is used to scrape the mud off of
  the priests’ boots when they return from
  a surface expedition. It is also, coinci-
  dentally, a great place for a guard-
  post. The walls are of rough clay
  brick, and the floor is tiled. From
  the walls hang empty nets, bas-
  kets, and ponchos, and a nearby
  rack holds spears, staves, machetes,
  saws, and axes.
  22. Smithy
  The air in this chamber is a little smoky and stale,
  as if it hasn’t been used in awhile. A forge
  sits cold here; there is a goatskin bel-
  lows attached. The anvil and tools
  are dusty, as is the stone floor. There
  are small stacks of different metals in
  different stocks and sizes, oiled
  against oxidation. (On a suc-
  cessful Sense roll, observers
  can tell that the stacks
  seem to have been
  shifted recently: the
  dust on that section
  of floor has been
  disturbed.)
  23. Main
  Guardpost
  Guard 
  shifts 
  are
  coordinated out of this small
  room; this is also where the “duty
  roster” (in the Old Darliku language)
  is posted, on a large wax tablet sitting
  on a stand. The secret door has slits
  allowing the guard on duty to see the
  entry stairs (from Surface Map, #A)
  and shoot arrows if necessary (the door gives him
  PD 4 if intruders attempt to retaliate).
  THE TEMPLE OF THE LOST GODS
  41
  HOOKING UP THE
  JUICE
  This involves connecting the Eye of
  Truth to the Gods Magnet, and it is a bad
  idea. The Last Priest did it twice, and bad
  things happened both times. The Gods
  Magnet did something to the gods he tar-
  geted, but he can’t ascertain what it was. 
  The Last Priest refuses to hook up the
  juice again until he’s perfectly clear on
  what happened to the Lost Gods of Life
  and Magic – they’ve been kind of spotty
  about returning his calls since he used the
  Gods Magnet. He’ll strenuously resist let-
  ting anyone connect the Eye and the
  Magnet again. GMs are welcome to use
  their imaginations to come up with conse-
  quences, should the intruders manage to
  do so.
  
  The Temple of the Lost Gods is a flexible source of
  adventuring possibilities. Every Phase – and even the
  periods between Phases – offers different challenges,
  opportunities, and adversaries. This chapter gives
  some basic ideas on how to use the Temple and its
  priests, ways to tweak elements of the setting to fit the
  genre of your game, and a short outline for Temple
  Raiders, an action-and-occult archeology campaign.
  Basic
  Concepts
  No matter what the Phase, genre, or other ele-
  ments of the setting, there are a few basic concepts
  about the Temple of the Lost Gods that should prob-
  ably hold true:
  The Lost Gods
  The Lost Gods should exist in some way, as
  divinities, angels, demons, aliens, faerie, or Things
  Man Was Not Meant To Know. There are people in
  the setting who believe in the literal existence of the
  Lost Gods, and this belief affects the actions they
  take.
  Assuming that the Lost Gods are more than dreams
  and hallucinations, the question must be raised: “are
  they are actually telling the truth?” That is, are they the
  former gods, who wish to come home and make the
  world a better place? Maybe that’s just a snappy line
  of patter to feed the rubes: they could be the demonic
  losers of the War in Heaven, ready to reinitiate hostil-
  ities. Perhaps they’re sanity-blasting Things Man Was
  Not Meant To Know, seeking entry into our dimen-
  sional space to feed on our vital essence. Maybe
  they’re an advanced race of aliens whose first contact
  messages have gotten garbled. It’s all up for grabs,
  depending on the sort of game you want.
  Priest Power
  Temple priests should have access to some form
  of power. This helps make them interesting as PCs
  and NPCs. Their Faith and membership in the priest-
  hood should give them access to added benefits or
  abilities.
  While Temple Magic is fine for a fantasy cam-
  paign, it may be out of place for a game set on pre-
  historical Earth. Clairvoyance and telepathy could be
  fine in a space opera game, but may not fit in a hard
  science fiction one. The Temple shouldn’t necessari-
  ly violate the underlying assumptions of the cam-
  paign (unless that’s desired), though it can profitably
  question them.
  The absolute basic type of power, one that can fit
  in any genre, is knowledge. If the Temple has access
  or techniques for gaining, preserving, and passing on
  knowledge, it has power. In a prehistoric setting, the
  Temple may train its priesthood to be literate. To cul-
  tures that rely on personal experience or oral trans-
  mission of information, the ability to read might look
  very much like magic. Armed with the proper tools,
  a literate priest could know the thoughts of those
  long dead, or be able to send messages long distances
  with little chance of confusion, to communicate
  silently, and to know of things that he may never
  have experienced firsthand.
  Relationship to the
  PCs
  In any game involving the Temple, it will have
  one of three general relationships to the PCs: posi-
  tive, negative, or neutral.
  Positive: Patron or Ally
  The Temple can serve as the home base of the
  heroes – they could be priests (or other residents of
  the complex) who take their orders from the High
  Priest. They could also directly serve the sovereign
  THE TEMPLE OF THE LOST GODS
  42
  3. Using the
  Temple
  
  of Darliku during those periods where the Temple is
  allied to the throne. A positive relationship can work
  well in Phases 2, 3, 4, and 5.
  Negative: Rival or Enemy
  Most appropriate in Phases 1, 4, and 5, the Temple
  can be the stronghold of a powerful foe or opposed
  faction. The priests have knowledge and magic on
  their side, making them potent adversaries. Plus, a
  negative relationship gives a great enemy headquar-
  ters to assault or infiltrate.
  Neutral: Opportunity or
  Obstacle
  If the Temple is “just part of the scenery” and not
  directly lined up alongside or against the PCs, it can
  serve as a opportunity (for alliance, aid, or exploita-
  tion) or another obstacle (physical or social) to be
  surmounted. Phases 3, 4, and 6 can benefit from the
  Temple in this stance.
  Future Events
  The history in Chapter 1 is meant to serve as a
  “timeline” (see also Temple Timeline, p. 31, of
  course) of how events will unfold during each Phase,
  creating the backdrop for a group’s adventures. 
  One way to incorporate a Phase’s “scheduled
  events” is to treat the occurrences as fated: they are
  unchangeable, and must take place no matter what
  the PCs do or don’t do. While a fated campaign has
  a strong structure, hewing too closely to “what must
  happen” can lead to railroading on the part of the
  GM, which can be unsatisfying for players. If all is
  destined, why adventure? A light touch and the abil-
  ity to roll with the punches will serve a GM well.
  Another way to use the history is to treat the
  events as a drama of destiny: while the lines of this
  play must be spoken, they don’t have to be said by
  any particular actor. Kill Azeeg, and someone else
  will take his place to create the Eye of Heaven – per-
  haps even a PC. If Ayzhurov succumbs to the
  Madness Plague, another High Priest will raise the
  Shield of Mists. (While there is still the potential for
  railroading, this option opens up roles and actions to
  player characters.)
  Using these first two options allows the some-
  times useful, sometimes dangerous GM tool of in-
  game prophecy. Prophecies can be great for focusing
  players, their characters, and the entire campaigns. If
  Acolyte Azeeg gets sick, someone could have a
  vision showing why Azeeg must survive (to strength-
  en the Temple and the Faith as High Priest), provid-
  ing a reason for the heroes to go out and find the cure
  for his illness. Of course, some players might feel
  pushed if the GM uses a prophecy as more stick than
  carrot . . . and that brings us back to railroading.
  One could discard the timeline altogether – the
  listed events could simply be random chance or hap-
  pen “in the background” but never when the PCs are
  on stage. If anything interferes with the NPCs or sit-
  uation, especially if PCs get involved in an important
  event (like, say, the Convocation in Phase 1 or decid-
  ing to support a particular faction in Phase 4), the
  train of “history” goes off the rails permanently, and
  the developments and changes described in each
  Phase may no longer hold true. For example, if an
  adventure session set early in Phase 2 ends with
  Acolyte Azeeg dead, well, the rest of the text describ-
  ing Phases 2+ is pretty much invalidated. The world
  has changed. If the heroes had saved Azeeg, the time-
  line might have progressed as detailed, or maybe not
  . . . what if by observing a PC Devotee, the young
  Azeeg decides to follow that path? (This level of
  campaign-shaping can be very satisfying for players,
  but more work for the GM, as he’ll have to figure out
  the ramifications of their actions on the rise and fall
  of the Temple; whole swathes of description from
  later Phases may need to be tossed out.)
  Another option is to set a Temple of the Lost Gods
  campaign in the “emptier” stretches of time on the
  Temple Timeline. This has the benefit of giving good
  background information on the history and nature of
  the setting for heroes, while providing large-scale
  goals to aim for, without gumming up individual
  campaigns with excessive “scheduled events.” For a
  game set between Phase 1 and Phase 2, there are cen-
  turies of time to play with between the Convocation
  and Azeeg becoming an Acolyte.
  Genre and
  Setting
  Modifications
  The Temple, its priesthood, and its magic, while
  geared for a “generic” fantasy campaign, can be
  altered to fit almost any genre.
  THE TEMPLE OF THE LOST GODS
  43
  
  Fantasy
  As written, the Temple and its priests (and Darliku
  itself) are ready to be slotted into any available blank
  section on a fantasy game’s map, if not serve as the
  main focus of a fantasy campaign.
  Temple of the Lost Angels
  (GURPS Banestorm)
  One aspect that may or may not need to be
  changed in porting the Temple to the Yrth setting is
  the Lost Gods themselves. One of the strengths of
  Yrth is that – for human cultures, at least – the setting
  utilizes variants of real-world medieval Christianity
  and Islam, as well as some Shintoism, Norse, and
  general pagan beliefs. If including non-Judeo-
  Christian divinities seems to violate the feel of Yrth
  to you, simply change them into Lost Angels, scat-
  tered during the War in Heaven. The ambiguity as to
  whether they are truly angels or lying devils still
  exists. This can also add extra pseudo-medieval and
  Renaissance detail to the use of magic, where invo-
  cations of angels (and devils) were par for the course.
  From the al-Haz or al-Wazif side, the Temple could
  be a sect of mystics who interact with Djinni (or
  Efreet). The Temple could be quickly declared
  heretical or worse by religious authorities, allowing
  plenty of internal conflict.
  Historical, More-or-
  Less
  Some gaming groups enjoy playing historical
  games set on what is (roughly) the Earth we see
  when we step away from the gaming table. Other
  than brute-force reinterpretations of the Temple and
  Darliku into a recognizable religion and historical
  culture, here follow some ideas for putting the
  Temple into history.
  (Note that a prime question to be answered for a
  historical game is that of the nature of the Temple’s
  power. If it has access to magic, and the rest of the
  setting does not, the question will rise as to why it has
  not been more involved in history as we know it.)
  Long Ago Kingdom (GURPS
  Atlantis/GURPS Low-Tech)
  The Temple can exist in the unrecorded prehisto-
  ry of Earth. If this latter choice is preferable, the writ-
  ings, cities, and relics of Darliku and its peoples have
  simply not survived the passage of millennia (or they
  have possibly been misattributed to another culture).
  To crank up the weirdness, Darliku could even be
  one of the lost kingdoms of Atlantis, Mu, or Lemuria,
  destroyed by cataclysm.
  Quarterdeck Temple (GURPS
  Swashbucklers)
  Perhaps the Temple squats in a hidden valley of an
  island that is the secret base of pirates. When the buc-
  caneers accidentally penetrate the Shield of Mists,
  the Last Priest may decide that it’s time to go forth
  onto the High Seas and prepare the world for the
  coming of the Lost Gods with musket, cutlass, and
  magic. Avast ye!
  Hidden Valley Ranch (GURPS
  Old West/GURPS Steampunk)
  When McCluskey’s hands rode up that wash after
  a lost calf, they didn’t expect to find frog-men and a
  ruined Injun temple in a hidden valley. However, the
  froggies didn’t expect hot lead from Colonel Colt’s
  equalizer neither. Still, McCluskey’s no fool – he’s
  sent telegrams to all the leading scientists in America
  and from the Continent to come and examine the
  Temple and the monster corpses. Most of them
  ignored the message, of course, but some few radi-
  cals who hold with Darwin’s theories – or other, even
  wilder ideas – have decided to conduct research.
  THE TEMPLE OF THE LOST GODS
  44
  VALLEY INVADERS!
  For a different spin, the Temple can be
  included in a campaign as the origin and
  base of operations of the PCs. Instead of
  penetrating the Shield of Mists searching
  for treasures and knowledge, the players
  take the roles of Temple priests defending
  their holy home from strange invaders
  from outside the Valley. They serve as the
  scouts, guards, and warriors of a commu-
  nity dedicated to a higher ideal; they are
  what protects the sacred against the pro-
  fane. Whether matching swords with ene-
  mies, or channeling the power of the Lost
  Gods against machete and rifle, this
  option can lead to a quite different sort of
  gaming experience.
  
  Temple of the Lost Eye (GURPS
  Cliffhangers/GURPS WWII)
  Exotic locales. Weird archeology. Underground
  temple full of traps. A race for a potent magical item.
  Nazis.
  Do the math.
  Modern Day
  While perhaps not as two-fisted as pulp archeolo-
  gy, a modern day scientific discovery of the Temple
  could be just as exciting. Dramatic opportunities
  abound in such a modern-day campaign (planning an
  expedition, academic politics, interactions between
  the researching institution and the corporate sponsor,
  strange discoveries on site, drama and conflict
  between the members of a scientific team, far from
  home, making groundbreaking discoveries), which
  could be fascinating to some players, even if there
  are no strange deities, magic, psionics, or slavering
  lup-quus. (But who wants to miss out on those
  slavering lup-quus?)
  The Temple Rises (Hellboy
  Sourcebook and Roleplaying
  Game)
  It’s almost an archetypal Hellboy adventure: have
  Hellboy and/or other members of the BPRD bust in
  on a newly-discovered Temple to Powerful Forces,
  and commence with the kicking and the punching
  until it’s explosion time. However: what if the Last
  Priest drops the Shield of Mists, not to take over the
  world, but to offer aid and assistance to the BPRD?
  The Temple priesthood could serve as an excellent
  origin for a powerful BPRD agent.
  Strange Visitors, Strange Powers
  (GURPS Supers)
  “Immersed in the ancient Starlight Bath and
  entrusted with the three Holy Books of the Faith, lin-
  guist Adam Allan has become the heroic Starmage,
  dedicated to bringing the long lost Tenets of Virtue –
  Generosity, Hospitality, Hope, and Aptitude – back
  into the world . . .”
  Whether as a source of superheroic or supervil-
  lainous powers, as the hidden base of a team of
  heroes or mystic terrorists, or as an ally or adversary
  located through the closest dimensional rift, the
  Temple can be a great place to drop into a Supers
  campaign. Since the genre is so flexible (supporting
  magic, aliens, super-science, and power-granting
  mutations side-by-side), verisimilitude is probably
  not going to be shaken by the appearance of a strange
  ruin crawling with weird critters and magic-wielding
  holy men.
  Horror
  Recasting the Lost Gods as Things Man Was Not
  Meant to Know is a fairly standard change to run on
  the Temple: the priesthood is a cult with spooky
  powers already. Another simple modification would
  be to make the Last Priest and his followers some
  sort of long-lived monsters, like mummies or vam-
  pires. Inscrutable foes, obsessed with blood and souls
  to aid the return of their dread deities, check. Any
  raid on the horror trope toy-box is probably fair
  game.
  However, an interesting reversal would be to go
  for psychological/philosophical horror. Say that the
  Lost Gods are legit: they are the divinities of the
  world, lost for many years. The only reason that sci-
  ence and rational thought have advanced as far as
  they have is that humanity has not been under their
  watchful eyes and squashing thumbs. What happens
  when the gods return and see what we’ve done with
  the place? (Sort of a cosmic “Wait ‘til your father
  gets home!” situation.) How will people – govern-
  ments, religions, societies – react if this knowledge
  gets out?
  Temple Dossier (GURPS
  Horror: The Madness Dossier)
  The history we know (History A) is a façade
  draped lightly over the horrific true past (History B),
  where the bizarre Anunnakku – and their overseers,
  the sedu – had enslaved humanity through their con-
  trol of language. The glyphs of the Anunnakku
  Alphabet can control us utterly, even today. Only the
  brave humans of Project Sandman fight to keep the
  Anunnakku and their servants asleep and humanity
  free.
  The Temple might easily be an upthrust from
  History B, the priests sedu, and Temple Magic a form
  of the glyph-Alphabet. PCs take the role of Project
  Sandman troubleshooters, sent in to quell a ripple in
  reality that could tear history apart, knowing that it
  will probably cost them at least their sanity, probably
  their lives, and possibly their enslavement by the
  Anunnaku.
  THE TEMPLE OF THE LOST GODS
  45
  
  Science Fiction
  Transplant the Temple into space? Easy. Make the
  valley a single asteroid drifting among others, and
  the Shield of Mists a navigational grid that the High
  Priest can switch on or off. The Lost Gods could be
  aliens chatting through the Eye with their human
  agents . . . or perhaps the priests all are mutants or
  modified folks that can pick up the broadcasts of an
  interstellar Time-Life “How to Do X” communica-
  tions network.
  Transhuman Temple
  (Transhuman Space)
  Or maybe the “priesthood” is a bunch of wackos
  who had enough money to buy their own asteroid
  and turn it into a UFO-commune, dedicated to the
  Search for Extraterrestrial Intelligence (SETI) and
  the extreme ends of the transhumanist aesthetic.
  Heavily shielded and off the major comm-nets,
  they’ve successfully isolated themselves for decades.
  Since they’ve decided to stop paying their taxes,
  the government has decided to send in Revenue
  Agents to collect, one way or another. Lord only
  knows what kind of freaky memetic engineering,
  genetic modifications, nanotech toys, and SAI devel-
  opments they’ve been up to in that time.
  The Temple
  Raiders
  Campaign
  (Phase 6)
  Uncountable years have passed, and the Temple of
  the Lost Gods is utterly forgotten, lost in the march
  of history . . .
  Or is it?
  Legends tell of a hidden Temple and magical
  priests who prayed to the unknowable stars. Most
  laugh at these half-remembered, unverifiable tales.
  Some people claim the priests died out a long time
  ago, leaving their halls stuffed with knowledge,
  treasure, and magic. A few whisper that these undy-
  ing priests walk among us unseen, pursuing unimag-
  inable goals in their immortality.
  Perhaps the Temple is waiting out there to be
  rediscovered and thus emerge from the shadows of
  the past, a treasure trove for a small band of archeol-
  ogists, anthropologists, historians, and occultists –
  the PCs.
  Setup
  The anthropologists are interested in the area
  because of the particularly rich legends and mythol-
  ogy of the people of Nurahng, which are strikingly
  different from those of nearby villages. It tells of Old
  Gods walking amongst the stars, coming down to
  bless their followers with wisdom and power, and
  then returning to the skies – your basic Erich von
  Däniken spiel. There are also stories about weird
  monsters in the woods and the culture-heroes who
  stand against them.
  Cryptozoologists travel to Nurahng sporadically
  in search of the Frog-man. The remains of a
  humanoid amphibious creature were discovered last
  year about 100 miles downriver. A tourist made a
  sketch of the grisly, decomposing corpse, and after
  he returned to his homeland, the image was pub-
  lished widely. Now, every few months, a boat full of
  monster-hunting “scientists” tools upriver and ques-
  tions the natives. Once they hear about the monsters
  THE TEMPLE OF THE LOST GODS
  46
  NEIGHBORS OF THE
  VALLEY
  The village that sat near the Temple
  complex had been razed in the Years of
  Blood. As with the Temple itself, nature
  has erased all signs of it from the land. All
  cities of once proud Darliku are dust, and
  its people, less than dust.
  However, in the intervening centuries
  since the Last Priest raised the Shield of
  Mists, humanity has returned to the spot
  where the capital of the lost kingdom once
  stood. Next to a lake (more like a wide
  spot in the river) squats a rude village, not
  even worthy to rest in the shadow of
  Fizvarlu. It is called Nurahng, and is home
  to a small hunting and fishing community
  of interest only to residents, anthropolo-
  gists, and fringe researchers.
  
  in the fogs, they’re hooked – for a couple weeks, at
  least.
  Archeologists could be hunting for the ultimate
  source of some “out-of-place” artifacts recovered
  near the area, ones that seem atypical for the region.
  Occultists might have found a manuscript detail-
  ing a hitherto unknown lost kingdom built on the
  power of magic. They may also be aware of psychics
  world-wide all having strange, portentous dreams
  about “a comet that is not a comet” approaching
  Earth – they may even have had this dream them-
  selves. Then there’s the increase in weird phenome-
  na – rains of fish, earth-lights or UFOs, magnetic
  anomalies – in the Misty Valley region.
  Meanwhile, the residents of Nurahng enjoy the
  tourists, but not as much as they enjoy the accompa-
  nying money and trinkets. Few – if any – of them
  believe in the Old Gods or the mist-monsters, and if
  they did, their fellows would treat them as mildly
  lunatic. However, they’re perfectly willing to spin
  tall tales for the foreigners.
  But the one thing they never do is enter the Misty
  Valley. People often don’t walk out of the Misty
  Valley. Visibility is nil, and the terrain treacherous.
  Therefore, they will good-naturedly attempt to keep
  strangers away from it, and will not mention it unless
  under extreme duress. If the tourists go in there, they
  may die . . . and that means no more tourists, eventu-
  ally.
  Why Should We
  Care?
  If the thought of exciting new discoveries in their
  chosen field doesn’t spark the flame of adventure in
  the hearts of the intrepid heroes, then there’s another
  option: money. A small scientific expedition to the
  Misty Valley area is being underwritten by the
  Foreman Corporation, a well-regarded and growing
  biotech multinational corporation.
  ForeCorp (as it’s tagged in the media) has
  received the notebook of the late Dr. Emil Langbury,
  an ethnobotantist and anthropologist who had been
  doing independent research on the Nurahng people
  and their use of various plants for folk-healing and
  religious purposes. His notes not only talk of the
  unique plants and animals of the region, but also the
  legends and artifacts of a seemingly unknown civi-
  lization. Dr. Langbury died of a heart attack while at
  home in the US, and his daughter approached
  ForeCorp to sell the journals detailing his work and
  life among the Nurahng (and some odd specimens)
  that she had found in his effects.
  Intrigued by the analysis of the plant and animal
  specimens, as well as the information in the journals
  and a few artifacts, ForeCorp has assembled a team
  of specialists to go to the Misty Valley area, confirm
  Langbury’s reports, and search out the source of the
  specimens. The scientists’ areas of specialization
  cover the usual ground – linguist, anthropologist,
  archeologist, botanist, zoologist – as well as some
  other seemingly unrelated interests – occultist, cryp-
  tozoologist, “psychic,” UFO researcher, big game
  hunter, mathematician, astronomer.
  Any sort of character concept could be hired by
  ForeCorp to go on the expedition. Offer the players
  plenty of relevant plot hooks to snag their characters,
  and help them come up with reasons to make their
  selection for the expedition relevant. Perhaps the
  cryptozoologist also holds a degree in biology, and
  has already visited the region in search of the Frog-
  man; or one of Langbury’s artifacts is a pottery shard
  containing a design that is actually a visual depiction
  of the Fibonacci sequence, thus the mathematician;
  or the big game hunter can be along because one of
  the animal specimens turns out to be a huge fang
  from a currently unidentifiable animal.
  Gwen Jaworski,
  ForeCorp Team
  Leader
  60 Points
  28 years old; 5’ 7”; 120 lbs.; long, brown hair,
  usually in a ponytail; hazel eyes; dressed in outdoor
  gear.
  Up until now, science – paleobotany, specifically
  – didn’t pay. Not for Gwen Jaworski, at least.
  Studying prehistoric plants seemed like fun in col-
  lege, but there wasn’t much of a market for it after
  graduation. Luckily, she got into Foreman Corp’s
  biotech division by making a killer impression in her
  interview. Still, she was going nowhere fast until
  Langbury’s journal fell into her lap. After realizing
  that some of the specimens described therein could
  be living descendants of extinct ancient plants, she
  convinced her supervisor to purchase the samples
  from Langbury’s daughter. And from there on out,
  her star was rising.
  By dint of her discovery and her hard-bargaining
  with the higher ups in her division, she’s gotten the
  approval to not only assemble a small team of spe-
  THE TEMPLE OF THE LOST GODS
  47
  
  cialists to go and check out the region, but also to
  lead them and be the ForeCorp presence in the field.
  She’s driven to find something – anything – that
  will make this expedition pay off for ForeCorp . . .
  and for her.
  Attributes: ST 10 [0]; DX 11 [10]; IQ 12 [20]; HT 11
  [10].
  Speed 5.5; Move 5.
  Advantages: Single-Minded [5]; Strong Will 3 [12].
  Disadvantages: Bad Sight (Nearsighted; cor-
  rectable) [-10]; Pacifism (Self-defense only) 
  [-15]; Sense of Duty (Team members) [-5].
  Quirks: Relentlessly, annoyingly optimistic; “Name-
  drops” famous scientists and executives she’s met
  into conversation constantly; Dislikes bodies of
  water larger than a city pool. [-3]
  Skills: Anthropology-11 [2]; Archeology-10 [1];
  Botany-12 [4]; Computer Operation-12 [1];
  Diplomacy-10 [1]; Electronics Operation-11 [1];
  Fast-Talk-12 [2]; First Aid-12 [1]; Geology-11
  [2]; History-10 [1]; Karate-9 [1]; Paleobotany-14
  [8]; Paleontology-12 [4]; Photography-10 [1/2];
  Research-12 [2]; Savoir-Faire-12 [1]; Survival-11
  [1]; Teaching-10 [1/2]; Writing-11 [1]; Zoology-
  10 [1].
  Equipment: Safari outfit; jungle boots; canteen;
  backpack stuffed with emergency rations, batter-
  ies, rope, spare glasses, water purifying tablets,
  first aid kit, insect repellant, sunscreen, fiddly bits
  (“be prepared!”); huge Swiss Army knife;
  revolver (2d-1); top of the line, all-in-one cell-
  phone/GPS/PDA/digital camera.
  Outfitting an
  Expedition
  ForeCorp has already assembled basic necessities:
  tents, tarps, entrenching tools, vehicles, rations,
  water, generators, fuel, first aid kits, GPS locators
  and phones, laptops and a networked mainframe, and
  transport to the closest major city to the Misty Valley.
  However, each specialist will need to come up with
  their own crucial equipment; while ForeCorp has a
  small budget to assist rental or lease of scientific
  gear, they will want the specialist to make arrange-
  ments for what they need on their own (getting Gwen
  to help pay for the stuff could be a Contest of
  Influence Skills).
  Emphatically not included in the budget are
  weapons and armor, though the big game hunter
  might be able to get an extra gun.
  A “shopping trip” like this – especially if the PCs
  must go together, and are limited to a single impor-
  tant piece of gear to locate – can serve as a good way
  for players to get into character and start interacting
  with one another. It can also start subplots of friend-
  ships and rivalries that could continue throughout the
  campaign.
  Traveling Into the
  Misty Valley
  After their plane touches down, the ForeCorp
  team will need to travel into the interior in two legs:
  first to the major river of the region, through an exot-
  ic and dangerous landscape (be it desert, jungle,
  mountains, or savannah) before the rainy season
  starts, then upriver to Nurahng, braving rapids and
  irritable fauna.
  At least one opportunity for adventure should hap-
  pen in each leg. Perhaps a truck’s engine explodes,
  forcing the team to make hard decisions on what to
  take and to leave, or to go back and attempt the river
  before the rains come in earnest. Maybe some ban-
  dits attack the expedition, seeking food. Possibly a
  wild animal tears through their campsite, demolish-
  ing a secondary piece of equipment (like the auxil-
  iary generators) the loss of which is not vital, but will
  make life irritating.
  Crocodiles can attack the team’s boats on the
  river. The Nurahng native guiding them to his home
  becomes attracted to one of the team, and pesters
  him or her with unwanted romantic attentions. A
  sudden storm washes out a section of trail, and the
  team must figure out a way to get their gear across
  the gap. One of the NPC team members becomes
  surly and withdrawn due to homesickness. The pos-
  sibilities – both for action and interaction – are end-
  less.
  Interference
  Who (or what) can oppose the team in their
  search? Perhaps the Nurahng don’t like the idea of
  foreigners traipsing about in the Misty Valley, stir-
  ring up who knows what sorts of monsters, and are
  secretly trying to sabotage the expedition. (After all,
  ever since that Langbury was rooting around in there
  last year, strange howls have been echoing out of the
  fog.) Maybe one of ForeCorps’ business rivals has
  somehow gotten their hands on copies of Langbury’s
  notes (could there be a traitor on the team?), and have
  landed a crew of their own to check out the situation.
  THE TEMPLE OF THE LOST GODS
  48
  
  Has the Last Priest’s magic detected their approach,
  and is he trying feebly to push the team away? (No
  matter, as they get closer, he can bring more power to
  bear on them.)
  Finding the Temple
  Getting good information from the locals is key,
  even before trying to breach the Shield of Mists. Will
  they refuse to help the team enter the valley? Will
  they dicker endlessly over payment for their servic-
  es? Or will they mislead the team, and try to get them
  to leave?
  Navigating the Shield of Mists can be an adven-
  ture in itself. Are the fogs purely a natural phenome-
  non or are they really magic? Can magic stand
  against the power of technology used in the search?
  What strange creatures lurk in the mists, waiting to
  ambush the team?
  Exploration
  Once the team gets through the Shield and comes
  to the ruins of the Temple complex, how will they
  proceed? Strictly by the book, or gung-ho?
  Strictly by the book teams – with their need to
  log the approach, restricting exploration to a cer-
  tain distance from their camp, use of detailed grid
  systems for excavation, etc. – might be slow,
  tedious, and a bit boring, but that’s when the team
  needs to be shocked by the sighting of an eared
  raptor or some other chimerae. If that doesn’t catch
  their interest, more dangerous monsters may
  appear to drive them deeper inside (or away from)
  the ruins, or they might get teased by a sighting of
  one of the priests braving the surface. If they real-
  ly need motivating, a team member could go miss-
  ing.
  Gung-ho teams will dive into the ruins without
  prompting, so they don’t need to be hinted at so
  strongly. Indeed, in this case, holding back the
  strangeness until they stumble right into it can really
  ratchet up the tension and interest.
  Confrontation
  At some point, whether by or against their will,
  the team will finally come face-to-face with the Last
  Priest. What was his relationship with Dr.
  Langbury? Did the Doctor escape his clutches, was
  he purposefully let go, or did he return to the outside
  world as the Temple’s emissary? What is Ayzhurov’s
  goal? Does he seek to drop the Shield of Mists in
  order to rejoin (or secretly help) the world outside,
  or has he almost forgotten about its existence? When
  he proselytizes his Faith to the team, will he accept
  their responses? Is he interested in forming an
  alliance with ForeCorp, or using his powers to take
  it over? Is he just looking for new blood for the
  Husbandry Pit?
  Aftermath &
  Ramifications
  Depending upon the team’s interaction with the
  Last Priest, and what they take out of the ruins by
  or against his will, the aftermath of their expedition
  will change. Have they discovered proof of magic?
  What about the Last Priest’s seeming immortality?
  Do they have samples of plants and animals once
  thought extinct, or new species only found in the
  valley? Have they stolen copies of the Holy
  Books? What about other artifacts, up to and
  including the Eye of Truth or the Golden Feathers
  of Zedev? Will revenge-crazed priests follow them
  back to the Big City to punish them and retrieve
  their treasures?
  In any case, the Temple is out of the bag – and
  may be the source of continuing adventures!
  THE TEMPLE OF THE LOST GODS
  49
  
  GURPS Temple of the Lost Gods uses GURPS
  Lite (available as a free PDF download from
  www.sjgames.com/gurps/lite 
  or 
  from 
  e23 
  at
  e23.sjgames.com) for the bulk of its rules. However,
  this appendix details a few elucidations, alterations,
  and additions to the GURPS Lite rules in this setting.
  Page references to GURPS Lite are abbreviated LI
  (i.e., see p. LI23).
  Advantages,
  Disadvantages,
  and Skills
  Advantages
  The following advantages are slightly altered or
  expanded as necessary from GURPS Lite.
  Clerical Investment
  see p. LI6
  This advantage represents status and influence
  within the Temple of the Lost Gods, the Solar
  Pantheon, or any other religious faith. The levels and
  character point costs for the ranks of the Temple and
  Solar priesthoods appear in the table below. 
  The Temple Attunement advantage (see p. 51) is a
  prerequisite for the first level of Clerical Investment
  in the Temple priesthood. By definition, a priest may
  not be a Devotee and a Wanderer simultaneously, but
  can be a Finder-Defender, Finder-Devotee, Finder-
  Wanderer, Defender-Devotee, or Defender-Wanderer
  with Clerical Investment 4. A superior cleric who
  combines the three ranks (Finder-Defender-Devotee
  or Finder-Defender-Wanderer) would, in theory,
  have an unofficial status sufficient to rival the High
  Priest’s, but officially would still be a rank lower than
  the High Priest, and subject to his commands.
  Level Cost
  Temple Rank
  Solar Rank
  5
  25 points High Priest
  High Priest
  4
  20 points Any combination High Archpriest
  3
  15 points Priest-Finder
  Dawn-Priest
  or Priest-Defender
  2
  10 points Priest-Devotee
  Dusk-Priest
  or Priest-Wanderer
  1
  5 points
  Priest
  Initiate
  0
  0 points
  Acolyte
  Acolyte
  Magical Aptitude (Magery)
  see p. LI10
  You are a natural magic-user. When you learn the
  Realm Magic skill (see p. 51), you learn it as if your
  IQ were equal to your IQ plus your level of Magery.
  (Levels of Magery will have a similar effect when
  learning Temple Magic, provided that you also pos-
  sess the Temple Attunement advantage.) When you
  first see any magical object, and again when you first
  touch it, the GM rolls against your (IQ + Magery) to
  see if you notice it is magic. 
  Level 1: 15 points; Level 2: 25 points; Level 3: 35
  points.
  Status
  see p. LI7
  The levels and character point costs for ranks of
  Status in Darliku are:
  Level Cost
  Position in Society
  4
  20 points Ruler of Darliku (King/Queen)
  3
  15 points Advisor to the ruler or heir to Throne
  (Crown Prince/Princess)
  2
  10 points Member of ruler’s warband; a power
  ful noble; an individual who is both a
  warrior and a wizard, a wizard and a
  priest, or a warrior and a priest
  1
  5 points
  A noble, warrior, wizard, or priest
  0
  0 points
  Citizen of Darliku
  -1
  -5 points Bondsman or servant
  -2
  -10 point Prisoner or criminal
  THE TEMPLE OF THE LOST GODS
  50
  Appendix
  Additional Rules
  
  New Advantages
  In addition to the advantages listed in GURPS
  Lite, there are two new advantages available to char-
  acters in the Temple of the Lost Gods setting: Extra
  Fatigue and Temple Attunement.
  Extra Fatigue
  3 points/level
  Your fatigue (see p. LI29) is higher than normal
  for your ST. You can run farther and fight longer than
  others, and you have more energy available for pow-
  ering spells. Extra Fatigue recharges at the same rate
  as normal fatigue, but is only recovered after all reg-
  ular fatigue (based on ST) has been completely
  regained.
  Temple Attunement (Magery
  Zero)
  5 points
  This is a variant of Magical Aptitude, or Magery
  (see p. LI10 and above). Temple Attunement is in
  essence a form “Magery Zero” – the ability to do
  magic – but does not include the ability to sense
  magic, provide any IQ bonus when learning magical
  skills like regular Magery, and only allows one to
  learn Temple Magic (not Realm Magic).
  You have been changed by immersion in the
  Starlight Bath (see p. 9), and now are able to channel
  the powers of any Lost God for one day after you’ve
  performed the Rite of Rescue to that deity. You may
  now learn and use the Temple Magic skill; if you also
  possess Clerical Investment 2 for being a Devotee,
  you may learn Devotions to your patron Lost God. 
  If you already possess levels of Magery, you must
  still take Temple Attunement to learn Temple Magic:
  this represents a “tuning” of your talent to the pow-
  ers of the Lost Gods. When you learn the Temple
  Magic skill, you learn it as if your IQ were equal to
  your IQ plus your level of Magery (if any). 
  Skills
  The following skills are slightly altered or expand-
  ed as necessary from GURPS Lite.
  Astronomy (Mental/Hard)
  IQ-6
  Astronomy is considered to be a Natural Science
  (see p. LI16).
  Bard
  see p. LI14
  This skill is used by a priest to preach to or other-
  wise address an audience or congregation.
  Occultism
  see p. LI16
  In this setting, the Occultism skill also includes
  knowledge of magical creatures, enchanted items,
  and the history of magic.
  Theology (Mental/Hard)
  IQ-6
  Theology is considered to be a Humanities skill
  (see p. LI15). It is assumed to provide detailed infor-
  mation about your own faith’s beliefs, rituals, and
  organization, as well as a broad (but possibly shal-
  low) understanding of other faiths and religious prac-
  tices.
  New Skills
  In addition to the skills listed in GURPS Lite,
  there are new skills available to characters in the
  Temple of the Lost Gods setting.
  Devotion to [Lost God] (Special)
  Defaults to Temple Magic; may
  only be taken once
  Prerequisites: Clerical
  Investment 2 (Devotee) and 
  Temple Magic skill
  You can channel the power of a specific Lost God
  in order to cast spontaneous spells and learn set spells
  related to his sphere of influence. A Devotion to
  [Lost God] skill defaults to the Temple Magic skill,
  and may be increased higher than Temple Magic skill
  at a cost of 2 character points per level. It also
  increases in level when the Temple Magic skill is
  improved. (See the Realm and Temple Magic System,
  pp. 52-61, for further details about the use of this
  skill.)
  Realm Magic (Mental/Very Hard)
  No default;
  Prerequisite: Magery
  This skill reflects an understanding of the mystical
  processes involved in casting magical spells. This is
  different from Occultism, which is the academic
  study of magical beliefs, practices, creatures, and
  enchanted objects, as well as the history of magic.
  Realm Magic is the practical pursuit of magic. It is
  used to cast spontaneous spells if an appropriate Way
  of [Word] is not known (see p. 55), and is also handy
  when dealing with previously unknown spells or
  THE TEMPLE OF THE LOST GODS
  51
  
  enchantments, establishing what is possible with
  magic, and determining the best use of magic to
  achieve a task. Add Magery to IQ when learning this
  skill.
  The Realm Magic skill is a prerequisite to learn
  Way of [Word] (see below). Each Way of [Word]
  defaults to Realm Magic-6 (to a maximum of 14),
  and increases in level when the Realm Magic skill is
  improved. (See the Realm and Temple Magic System
  for further details.)
  Temple Magic (Mental/Very
  Hard)
  No default;
  Prerequisite:Temple Attunement
  This skill reflects the ability to channel the power
  of a Lost God. It is used to properly execute the Rite
  of Rescue (see p. 4) and perform the Seeker medita-
  tion (see p. 10). A successful performance of the Rite
  of Rescue allows access to the powers of a single
  Lost God for a day; during this period, the priest may
  cast spontaneous spells related to the sphere of influ-
  ence of that deity. For the Seeker meditation, a suc-
  cessful roll against Temple Magic-12 provides the
  name or sphere of influence of the unknown Lost
  God in the astronomic position so contemplated. Add
  Magery to IQ when learning this skill.
  The Temple Magic skill, along with the rank of
  Devotee (see Clerical Investment, p. 50), are prereq-
  uisites to learn a Devotion to [Lost God] presented in
  the Realm and Temple Magic System. A Devotion
  defaults to the level of the Temple Magic skill, and
  increases in level when the Temple Magic skill is
  improved. See p. 51 for more details.
  Way of [Word] (Special)
  Defaults to Realm Magic-6, to a
  maximum of 14; cannot exceed
  Realm Magic level
  Prerequisite: Realm Magic skill
  This skill represents magical ability in a specific
  field of interest – or Word – like Fire, Water, Plants,
  Shadow, Transformation, Knowledge, or Movement
  (see p. 55). It is treated as a sub-skill of Realm
  Magic. Each Way of [Word] skill defaults to the
  Realm Magic skill at -6, to a maximum level of 14;
  this default penalty can be bought off for a cost of 2
  character points per -1 penalty. It also increases in
  level when the Realm Magic skill is improved.
  A wizard uses Way of [Word] to learn set spells
  and cast spontaneous spells involving the Word
  instead of Realm Magic.  However, his Way of
  [Word] skill (and set spell skill levels) cannot exceed
  his level in Realm Magic. If the Way of [Word] skill
  increases in level, all set spells based upon it increase
  in level as well. (See the Realm and Temple Magic
  System, next, for further details.)
  Realm and
  Temple Magic
  System
  This magic system replaces the Magic section of
  GURPS Lite (p. 30-31).
  Magic is a fickle supernatural force that can some-
  times be used to perform miraculous feats.
  Basic Concepts
  Casting a Spell: This requires a roll either
  against one’s skill level with a set spell, or a roll
  against the default granted by the Realm Magic, Way
  of [Word], or Temple Magic skills.
  Caster: The person using the spell.
  Devotion to [Lost God]: A skill representing a
  deeper attunement to a specific Lost God.
  Magical Aptitude (Magery): The advantage of
  being sensitive to magic.
  Mage: Someone with Magery.
  Realm Magic: The skill at the core of using (sec-
  ular) magic.
  Set Spell: Tried-and-true rituals for causing a
  specific magical effect. Easier and less costly, but
  rigid and require study.
  Spell Class: Whether the spell is regular, area,
  resisted, or missile.
  Spell Type: A particular technique of applying
  magical force to the universe.
  Spontaneous Spell: Spur-of-the-moment rituals
  for causing a desired magical effect. Flexible and
  adaptable, but difficult and costly.
  Temple Attunement: The advantage of being able
  to channel the powers of the Lost Gods.
  Temple Magic: The skill at the core of using a
  connection with a Lost God to do magic.
  THE TEMPLE OF THE LOST GODS
  52
  
  Way of [Word]:Askill representing aptitude with
  a particular “element” or “style” of magic.
  Wizard: Anyone who knows how to cast spells.
  Subject: The target of a spell, which may be a
  person (including the caster), place, or thing.
  Properties of Spells
  Each spell has some basic statistics:
  Default Penalty: Each type of spell has a differ-
  ent default penalty from its relevant Way skill.
  Time to Cast: The time required to activate the
  spell. Unless specified otherwise, time to cast is 1
  second.
  Duration: The length of time the effects of the
  spell will last. Until a spell’s duration ends, it is con-
  sidered to be “on” and gives the caster a -1 penalty
  when casting other spells.
  Cost: The number of fatigue points temporarily
  “spent” by the caster to fuel the spell (see p. LI29).
  This returns at the rate of 1 point per 10 minutes if
  the wizard rests. Set spells and spontaneous Temple
  Magic spells use the listed cost (the Lost God pro-
  vides part of the energy to priests), while sponta-
  neous Realm Magic spells always cost 2 fatigue
  points more than the listed cost.
  Spell Classes
  Every spell belongs to a class: regular, area,
  resisted, or missile. Depending upon how it is to be
  used, spells constructed using the same spell type
  (see p. 59) and Way could change classes. For exam-
  ple, Create Fire could be used to light a pipe
  (Regular), start a bonfire all at once (Area), or light
  an NPC’s clothes on fire (Resisted). If necessary, the
  GM determines a spell’s class.
  Regular spells use the rules as written.
  Area spells affect a circular area. They have a
  “base cost” stat instead of “cost”; the extra 2 fatigue
  point cost for spontaneous spells applies to this base
  cost for improvised area spells. Base cost is multiplied
  by the desired radius in yards to get the final fatigue
  cost. If the spell succeeds, the entire area is affected.
  Resisted spells have living beings as their sub-
  ject, are usually detrimental to the subject, and are
  treated as quick contests (see p. LI2). The caster rolls
  against his spell level, modified as usual. The subject
  rolls against an attribute (which attribute is deter-
  mined by the spell) plus Strong Will or Magic
  Resistance (if any). The caster must win the contest
  to affect the subject.
  A missile spell launches from the caster’s hand
  when the spell roll is made, and flies at the speed of
  an arrow. The casting roll also counts as the attack
  roll against the target. If the attack hits and the target
  cannot block, dodge, or parry (see p. LI26), the mis-
  sile injures the target as per the spell description.
  THE TEMPLE OF THE LOST GODS
  53
  WIZARDS VS. PRIESTS
  How do these two types of magicians
  stack up against each other? Here’s a short
  comparison . . .
  Wizards
  Must possess the Magery advantage.
  Use Realm Magic, Way of [Word], and
  set spells.
  Way of [Word] cannot be higher than
  Realm Magic, and has a maximum default
  skill level of 14.
  Can learn set spells outside of known
  Way of [Word].
  Cast spontaneous spells by defaulting
  from Way of [Word] (if spell effect is rel-
  evant to the Way) or Realm Magic (if spell
  effect is not relevant to any known Ways).
  Spontaneous spells cost 2 additional
  points of fatigue to cast.
  Priests
  Must possess the Clerical Investment
  and Temple Attunement advantages.
  Use Temple Magic.
  Clerical Investment must be purchased
  to the Devotee rank in order to learn a sin-
  gle Devotion to [Lost God] and set spells.
  Devotion to [Lost God] is usually high-
  er than Temple Magic.
  Cannot learn set spells outside of
  Devotion to [Lost God].
  Cast spontaneous spells by defaulting
  from Temple Magic (if spell effect is rele-
  vant to the prayed-to Lost God’s sphere of
  influence; if spell effect is not relevant, it
  will not work).
  Spontaneous spells cost listed price to
  cast.
  
  Learning Realm and
  Temple Magic
  Realm Magic
  Realm Magic is learned in three stages. 
  First, the wizard must learn the base skill of
  Realm Magic, adding Magery to his IQ. Then, he
  must learn sub-skills known as Ways representing
  specific areas of interest called Words (examples
  would include Way of Fire, Way of Song, Way of
  Transformation, etc.); these Ways default to Realm
  Magic skill at -6, to a maximum of 14. This default
  penalty can be bought off for a cost of 2 character
  points per -1 penalty. A character may not normally
  have more skill in a Way than he has in Realm
  Magic. 
  Finally, set spells are learned in each area of
  interest; these set spells default to the appropriate
  sub-skill at a level from -1 to -8 (see p. 57). Any
  default penalty can be bought off for a cost of 2
  THE TEMPLE OF THE LOST GODS
  54
  WIZARD-PRIESTS
  What about those characters who are
  both wizard and priest, possessing Clerical
  Investment, Magery, Temple Attunement,
  Realm Magic, Way of [Word], and Temple
  Magic?
  Let’s look at the downsides to being a
  Wizard-Priest. A Wizard-Priest has: 
  Less proficiency (i.e., skill levels), due to
  the overhead of prerequisite advantages and
  the need to learn a greater number of skills.
  Lesser rank in the hierarchy (i.e., points
  sunk into Magery, Realm Magic, and Ways
  could have been spent on higher levels of
  Clerical Investment).
  Duties, responsibilities, and concomitant
  reduction of autonomy due to being part of a
  structured organization (i.e., the Temple);
  additionally, since spontaneous Realm Magic
  is more flexible than spontaneous Lost God
  Magic, Wizard-Priests can be usefully put to
  (magical) work every single day, no matter
  who which Lost God’s holy day it is.
  No direct or regular benefit from knowing
  two types of magic, because the Realm
  Magic and Temple Magic skills are different
  in method and philosophy in how they access
  magical power (other than the IQ bonus to
  learning Temple Magic provided by Magery,
  but see p. 50).
  On the upside, a Wizard-Priest has:
  More options in approaching situations
  magically.
  Additional cachet with people from out-
  side the Temple (especially if he has pur-
  chased levels of Status in addition to levels of
  Clerical Investment).
  An irregular benefit to Way of [Word]
  skills: on the holiday of a Lost God whose
  sphere of influence matches the Wizard-
  Priest’s Way, all of those Way of [Word]
  spells gain a +2 bonus to cast.
  An indirect benefit stemming from the
  synergy of knowing two different methods
  and philosophies of magic: given time to
  study, meditate, and ponder, a Wizard-Priest
  can come up with striking synergies of magic.
  Synergy of Magic
  A synergy of magic allows Wizard-
  Priests to accomplish incredible supernatural
  feats (like the raising of the Shield of Mists or
  the construction of the Eye of Truth or the
  Gods Magnet). To discover or formulate a
  synergy requires:
  A clearly-stated goal (exactly what the
  synergy is supposed to accomplish);
  Time (anywhere from 10 minutes for an
  issue of trivial importance, to several months
  for one of great importance);
  Study (rolls against Occultism-6 and
  Theology-6);
  Additional materials or information (at the
  GM’s option); and 
  Twofold casting (rolls against both Realm
  Magic-6 and Temple Magic-6). 
  At the end of all these steps, something
  impressive happens. Whether it’s a good
  something or a bad something depends on
  how clear the goal, if the proper period of
  time was taken, how successful the magi-
  cian’s studies were, the quality of the addi-
  tional materials or information, and how suc-
  cessful the casting attempts were. 
  Synergies of magic are a gold mine of
  campaign and adventure ideas; feel free to
  use them!
  
  character points per -1 penalty. A character may not
  have more skill in a set spell than he has with the
  Way that controls it, unless the set spell is pur-
  chased directly from Realm Magic (see box,
  Learning Set Spells Without the Relevant Way, p.
  61).
  If a wizard improves his Realm Magic skill level,
  all of his Ways and set spells will improve as well. If
  a wizard improves his Way skill level, only set spells
  involving that Way will improve.
  Example: Tardaz has an IQ of 13 and Magery 1,
  and puts 8 points into Realm Magic, giving him a
  skill level of 14 (IQ+Magery). He puts 6 points into
  Way of Lightning, getting him a skill level of 11
  (Realm Magic-6+3). He puts 4 points into a set spell
  called Electric Missile, for a skill level of 10 (Way of
  Lightning-3+2). So, for 18 points, Tardaz has skills
  of Realm Magic-14, Way of Lightning-11, and
  Electric Missile-10.
  Temple Magic
  Temple Magic is learned in either one or three
  stages, depending upon whether the priest is a
  Devotee or not. 
  First, priests must learn the base skill of Temple
  Magic, just as wizards must learn the base skill of
  THE TEMPLE OF THE LOST GODS
  55
  WAY & WORD CHOICE
  Since the choice of what Way a magician
  learns is totally player-defined, this makes
  the Realm and Temple Magic System incred-
  ibly flexible and open ended. The specific
  Word chosen adds shades of meaning to the
  character’s magic style.
  Consider the differences in the magic
  between three wizards who choose the differ-
  ent Words of Death, Warfare, and Murder. All
  will probably be magically-skilled at ending
  life, but their individual spells will have
  intriguing differences. For example, where
  Seek/Sense Death will show a wide variety
  of ways to shuffle off the mortal coil,
  Seek/Sense Murder is specifically targeted at
  homicide. The former would detect ants
  being squished underfoot, while the latter
  would not – unless, perhaps, the squisher is
  knowingly and malevolently stomping bugs.
  Because there are a vast number of Words
  to select, some players may feel at a loss
  when picking Ways for their characters. In
  that case, they should feel free to look at the
  spheres of influence for Lost Gods (see the
  tables, pp. 62-72) for ideas.
  THE WAY OF WHAT?
  What happens if a character has an action-
  based Way or Devotion skill rather than an
  object-based one (for example, “Trans-
  formation” rather than “Earth”)? This sort of
  choice of Word seems to have a discordant
  effect when combined with the spell types in
  the main text. What would a “Create
  Transformation” or “Strengthen Movement”
  spell do?
  One way is for the GM to simply disallow
  incongruous combinations. Spells are just
  tools, and not all tools are good for the same
  job: would you use a screwdriver to pound in
  a nail, a saw to dig a hole, or an oven to make
  ice?
  Another way is for the GM to ask all of the
  players what they think the combination
  would do. After listening to what they come
  up with, he can combine their ideas with his
  own opinions and make a judgment.
  Yet another way would be for the charac-
  ter taking an action-based Way to not use the
  listed spell type defaults, but take defaults
  based on the target or subject of their action.
  That is, a magician with the Way of
  Transformation is obviously adept at chang-
  ing one thing into another – in fact, that’s
  probably all he can do. The question in this
  case is “what exactly can he change?” If
  going with this option, a good set of defaults
  would be as follows:
  Subject is physical object that is not alive:
  -1.
  Subject is alive but not human: -2.
  Subject is human: -3.
  Subject is a big, impressive thing
  (Mountains, the Sun, the Sea) or a non-phys-
  ical concept (Truth, Death, Freedom): -4. 
  So, in different Temple of the Lost Gods
  games, “Create Transformation” might not
  work at all, might cause a specific type of
  transformation, or might generate any kind of
  transformation, depending upon what the
  players and the GM think is reasonable.
  
  Realm Magic. Here’s where things change for
  priests; they may only learn a sub-skill (in this case,
  Devotion to [Lost God]) and set spells for that
  Devotion if they are Priest-Devotees. Otherwise,
  they are restricted to using the Temple Magic skill
  only (see p. 52).
  If the priest is a Devotee, he may learn one and
  only one Devotion skill, representing a special rela-
  tionship with a single Lost God (an example would
  be Devotion to Aytamz, Lord of Freedom). The
  Devotion sub-skill defaults to Temple Magic skill
  level, and may be improved at a cost of 2 character
  points per +1 level. Unlike the Ways of wizards, a
  priest’s Devotion level probably exceeds his Temple
  Magic skill level.
  If a priest improves his Temple Magic skill level,
  any Devotion and set spells he possesses will
  improve as well. If a priest improves his Devotion
  skill level, his set spells will improve.
  Example: Zadrat, Tardaz’s twin brother, has an
  IQ of 13, Clerical Investment 1, Magery 1, and
  Temple Attunement. He puts 8 points into Temple
  Magic, giving him a skill level of 14 (IQ+Magery).
  If he were a Devotee of the Lost God of Storms
  (and spent the required additional 5 points for
  another level of Clerical Investment), he could put
  6 points into Devotion to the Lord of Storms, get-
  ting him a skill level of 17 (Temple Magic+3). He
  puts 4 points into a set spell called Storm Missile,
  for a skill level of 16 (Devotion to the Lord of
  Storms-3+2). So, for 18 points in skills, Zadrat has
  skills of Temple Magic-14, Devotion to the Lord of
  Storms-17, and Storm Missile-16; but he’s had to
  pay an additional 15 points for 2 levels of Clerical
  Investment and Temple Attunement, for a total of
  33 points.
  Casting Spells
  To cast a spell, the caster must concentrate for the
  entire “time to cast.” At the start of his next turn, he
  rolls against his skill with the spell. He’s at -1 for
  every spell he has “on” and -5 if he can’t see or touch
  the subject. The subject’s Magic Resistance (if any)
  is also subtracted from skill. If the roll succeeds, the
  caster pays the cost and the spell is activated; on a
  critical success, he pays no cost! If the spell fails, the
  caster pays 1 fatigue point and nothing happens; on a
  critical failure, he pays the full cost and suffers a
  minor disaster (a bad smell, blinding flash, slight
  damage, etc. – the GM chooses). Regardless of the
  outcome, the caster may act normally after he rolls
  the dice; that doesn’t count as his action for the turn.
  The skill level of a set spell should be listed upon
  the character’s sheet after the player spends the points
  to buy it. The skill level of a spontaneous Realm Magic
  spell is determined as follows: if the desired effect of
  THE TEMPLE OF THE LOST GODS
  56
  SPONTANEOUS SPELLS
  VS. SET SPELLS
  There are two types of magical feats:
  spontaneous spells
  and set spells.
  Spontaneous spells are the magical
  equivalent of improvisational jazz; set
  spells are more akin to performing musi-
  cal compositions. The flexibility of
  spontaneous magic is balanced by diffi-
  culty in casting and increased energy
  costs; while set spells have been careful-
  ly crafted to give reasonably predictable
  results.
  During play, one way to translate this
  could be for GMs to inject a little ran-
  domness or adjust the effectiveness of
  the spell, influenced by the caster’s char-
  acterization. If the character is really
  angry when throwing the spell, maybe
  there’s a little more oomph! behind it
  (like an extra die of damage); if he is
  known for always wearing the color blue,
  perhaps the spontaneous Fire spells he
  casts burn in that color; if he fears hawks,
  perhaps magical attempts to communi-
  cate with them are harder (an additional
  penalty of -1).
  On the other hand, successful set spells
  will do exactly what they’re expected to,
  every time, with no special “spin” being
  placed on the result based on what the
  character’s like. (Some GMs may wish to
  reverse these attributes, and make charac-
  terization influence set spells and not
  spontaneous spells. Both are viable inter-
  pretations.) Note also that set spell levels
  increase when Realm Magic, Temple
  Magic, or the Way or Devotion they fall
  under improve.
  Lastly, remember that Realm Magic
  spontaneous spells cost 2 additional points
  of fatigue to cast, while Temple Magic
  spontaneous spells use the listed cost.
  
  the spontaneous spell falls within any of the Way skills
  of the character, he will roll against Way skill-(listed
  default penalty); if it does not, the spell “double-
  defaults” from Realm Magic, and he will roll against
  Realm Magic-6-(listed default penalty). The skill level
  of a spontaneous Temple Magic spell is determined as
  follows: if the desired effect of the spontaneous spell
  falls within the sphere of influence of the Lost God
  he’s prayed to for the day, the magician will roll
  against Temple Magic skill-(listed default penalty); if
  it does not, the spell cannot be cast. If the caster is a
  Devotee, they’re assumed to be praying to their patron
  every day, and use their Devotion skill instead.
  The key part of casting a spell is the mental effort
  of concentration. Though concentration is all that is
  necessary to make the magic work, many magicians
  tend to add a little “theater” to performing spells.
  Realm wizards tend to use mystic passes of their
  hands and magical phrases when casting their spells;
  Temple priests usually declaim a short (or long), rel-
  evant prayer to the Lost God they are channeling.
  Examples: Warrek (IQ 13, Magery 2, Realm
  Magic-16, Way of Fire-13) wishes to cast a sponta-
  neous spell that will cause his sword to burst into
  flame, so as to do extra damage. He would roll
  against Create Fire (penalty of -2), or an effective
  skill level of 11 (Way of Fire-2). Now imagine that
  instead of a flaming weapon, Warrek wanted a poi-
  sonous weapon. Since he does not know the Way of
  Poison, he would have to roll against his double-
  default (-6 from Realm Magic, and -2 default penal-
  ty) at a skill level of 8 (Realm Magic-8).
  Kerraw (IQ 13, Clerical Investment 1, Magery 2,
  Temple Attunement, Temple Magic-16) has prayed
  to the Lost God of Fire, and wishes to cast a sponta-
  neous spell that will cause his sword to burst into
  flame, so as to do extra damage. He would roll
  against Create Fire (penalty of -2), or an effective
  skill level of 14 (Temple Magic-2). Now imagine
  that instead of a flaming weapon, Kerraw wanted a
  poisonous weapon. Since he is currently “locked
  into” the Lost God of Fire, he would have to wait
  until the next day (or his player could try to fast talk
  the GM into accepting a “fiery venom” that would
  fall under the Lost God’s provenance).
  Distraction: A spell-caster who is grabbed,
  shoved, wounded, or forced to make an active-
  defense roll (see p. LI26) while concentrating may be
  distracted. He must make a Will-3 roll or lose his
  spell.
  Injury: A spell-caster who is injured while con-
  centrating casts his spell at a penalty equal to the
  amount of damage taken.
  Maintaining Spells
  Some spells can be maintained: when the duration
  expires, more fatigue can be spent to keep the spell
  going for another period equal to the duration. This
  can be kept up until the caster runs out of fatigue. If
  it’s possible to maintain a spell, a “cost to maintain”
  will be listed.
  Canceling Spells
  Once cast, a spell lasts for the entire duration. If a
  caster wishes to end his spell before that time, he
  loses 1 point of fatigue.
  Building Set Spells
  Set spells are carefully crafted by magicians to
  give predictable results. The largest part of this craft-
  ing is selecting the particular aspect or interpretation
  of the Word involved. For example, the set spells for
  Create Fire, Create Heat, and Create Light – while all
  can be evoked through the Way of Fire – would do
  quite different things. Also, when creating set spells,
  the spell class (regular, area, resisted, or missile)
  must be permanently selected. 
  To create a set spell, a magician must spend at
  least a week to develop the theoretical “blueprint” of
  the spell. For each adjustment or tweak to the basic
  properties of the spell type of the design – default
  penalty, duration, cost, cost to maintain, or spell class
  (regular, area, resisted, or missile) – the character
  must roll against Occultism (for wizards), Theology
  (for priests), or Research (if he has access to a magi-
  cal or religious library). If the magician fails, he will
  need to study for another week; if he succeeds, he
  may move on to the next step. (Critical successes or
  failures in this stage allow the GM to apply any
  change of his own to the spell blueprint.)
  Then, he must roll against his base skill (Realm
  Magic or Temple Magic) to actually “construct” the
  spell. If the roll critically fails, it’s back to the draw-
  ing board; if the roll fails normally, the spell is worse
  than expected (negative adjustments to properties). If
  the roll is successful, the spell works as it was
  designed; on a critical success, the spell’s even better
  than anticipated (positive adjustments to properties).
  At this point, the magician may give a special name
  to the new set spell (why call it “Shape Fire” when
  you can call it “The Hand of Pibaz” or “Flame-scult-
  THE TEMPLE OF THE LOST GODS
  57
  
  ping”?) and spend character points to add it to his
  repertoire. He may also teach it to others. A well-
  made set spell may be passed down from wizard to
  wizard for generations.
  While this need to precisely define the scope of set
  spells limits them somewhat, it makes them reliable
  – and thus valuable – tools. Another advantage of set
  spells is that good craftsmanship in development (a
  critical success on either roll) might be able to extend
  the base duration or reduce the energy cost of the
  spell.
  Below is a list of set spells from the Way of
  Knowledge crafted by Madat (see p. 15) during his
  tenure as spymaster for the King of Darliku. 
  Alter Memory (Change
  Knowledge)
  Resisted
  Lets caster alter one memory or short string of
  memories of the subject into the memory of some-
  thing else. Caster must verbally tell the subject which
  memories are changed, and what they are changed
  to. “Instead of this discussion about the duke’s plot,
  you will remember only a conversation about hors-
  es.”
  Default Penalty: -4. 
  Time to Cast: 2 seconds.
  Duration: Instantaneous.
  Cost: 4.
  Liequeller (Control Knowledge)
  Resisted
  Stops the subject from speaking words that they
  know are lies.
  Default Penalty: -2. 
  Duration: 1 minute.
  Cost: 2.
  Cost to Maintain: 1.
  False Memory (Create Knowledge)
  Resisted
  Gives the caster a new memory or short string of
  memories. Caster must verbally tell the subject what
  the new memories are, as well as the time period in
  which these memories are supposed to have hap-
  pened. This spell tends to work best when the mem-
  ories are vaguely stated, and distant in time; other-
  wise, there’s a chance the subject will realize that he
  has memories that couldn’t possibly be his own,
  because they overlap strangely with other memories.
  “You remember meeting the princess once as a
  child” has a better chance of working and passing
  unnoticed by the subject than “You had dinner with
  the princess last night.”
  Default Penalty: -4. 
  Duration: Instantaneous.
  Cost: 2.
  Forget (Destroy Knowledge)
  Resisted
  Lets caster remove one memory or short string of
  memories from the subject. Caster must verbally tell
  the subject which memories are destroyed. “Forget
  seeing me in the duke’s rooms.” Unfortunately, this
  deletion leaves a “blank space” in the subject’s
  memory, which might be noticed if the subject’s
  attention is later brought to it.
  Default Penalty: -3. 
  Duration: Instantaneous.
  Cost: 2.
  Sieve of Facts (Purify
  Knowledge)
  Regular
  When cast, removes all non-factual information
  and opinions from a written document, leaving only
  a bare bones list of verifiable data. (Used by Madat
  to sift through reports of his agents, moles, and
  informers.)
  Default Penalty: -1. 
  Duration: Instantaneous.
  Cost: 1.
  Detect Lies (Seek Knowledge)
  Regular
  When in operation, this spell allows the caster to
  tell when he hears a deliberate lie.
  Default Penalty: -1. 
  Duration: 1 minute.
  Cost: 1.
  Cost to Maintain: 1.
  Madat’s Remembrance (Preserve
  Knowledge)
  Regular
  Permanently inscribes a string of facts or memo-
  ries into the caster’s mind, which may then be
  recalled at will, no matter how complex they are. If
  someone attempts to destroy or change the memory
  magically, it will require multiple attempts to alter or
  erase the preserved memory. (Since the item being
  preserved is non-physical, Madat was able to reduce
  the casting cost by 1 point.)
  Default Penalty: -1. 
  Time to Cast: 2 seconds.
  Duration: Instantaneous; effects are permanent.
  Cost: 2.
  THE TEMPLE OF THE LOST GODS
  58
  
  Spell Types
  Each spell type listed below is a technique used in
  magic.  GMs should feel free to create others to suit
  their campaigns.
  Body of [Word]
  Regular or Resisted
  Temporarily transform the subject’s body into an
  animate mass of [Word]; subject gains all the quali-
  ties of [Word] for the duration of the spell (if the
  Word is Stone, subject is a living statue; if the Word
  is Water, subject can flow through small holes; if the
  Word is Insects, subject becomes a swarm of bugs;
  etc.). 
  Default Penalty: -6. 
  Time to Cast: 5 seconds.
  Duration: 1 minute.
  Cost: 5.
  Cost to Maintain: 2.
  Change/Transform [Word]
  Area, Regular, or Resisted
  Permanently change a small amount of [Word]
  into something else – water into wine, stone into
  mud, time into money, light into dark, etc. If the
  “something else” is more complex or valuable than
  the starting Word (like stones into gems), the GM
  may levy an additional energy cost; if greater
  amounts of [Word] are to be transformed, treat this as
  an Area spell.
  Default Penalty: -4. 
  Time to Cast: 2 seconds.
  Duration: Instantaneous.
  Cost: 4.
  Control/Shape [Word]
  Area, Regular, or Resisted
  Physically, allows the caster move an amount of
  [Word] around at 5 yards per second, and can change
  its orientation, position, and shape (but not its vol-
  ume); can also be used mentally as a Resisted spell,
  to force subject(s) to obey the caster’s commands.
  Default Penalty: -2. 
  Duration: 1 minute.
  Cost: 2.
  Cost to Maintain: 1.
  Create [Word]
  Area, Regular, or Resisted
  Creates a small amount of [Word] (a torch-sized
  flame, a gallon of water, a second of time, etc.).
  Things cannot normally be created inside of other
  things. If used as a direct attack, the spell can be
  resisted; if the spell gets past the target’s resistance, it
  does 1d+3 damage.
  Default Penalty: -4. 
  Duration: Instantaneous.
  Cost: 2.
  Destroy/Weaken [Word]
  Area, Regular, or Resisted
  Destroys or weakens a small amount of [Word] (a
  torch-sized flame, a gallon of water, a second of time,
  etc.). If used as a direct attack, the spell can be resis-
  ted; if the spell gets past the target’s resistance, it
  does 1d+3 damage.
  Default Penalty: -3. 
  Duration: Instantaneous.
  Cost: 2.
  Enchant/Disenchant [Word]
  Area, Regular, or Resisted
  Enchant [Word] is normally used after another
  spell has been cast. When cast in this manner,
  Enchant [Word] allows the caster to extend the dura-
  tion of the first spell (adding 10 minutes to its normal
  duration), temporarily instill an object with the
  effects of the first spell, or temporarily grant the
  holder of the object the ability to cast the first spell.
  Enchant [Word] can be made permanent with the
  additional expenditure of unspent character points
  equal to the first spell’s casting cost. 
  Disenchant [Word] allows the temporary suppres-
  sion of an enchantment or spell, stopping the opera-
  tion of any spells in effect and blocking any new
  attempts to cast spells on the object or in the area.
  Disenchant [Word] can be made permanent with the
  additional expenditure of unspent character points
  equal to the original Enchant [Word]’s character
  point cost.
  Default Penalty: -8. 
  Time to Cast: 10 seconds.
  Duration: 10 minutes.
  Cost: 2 for duration extension, 3 for temporary
  spell casting ability, 5 for temporarily instilling spell
  effect, 8 for permanent enchantment (plus unspent
  character points; see above).
  Cost to Maintain: 2.
  THE TEMPLE OF THE LOST GODS
  59
  
  Essential [Word]
  Regular
  This spell creates the magical essence of the Word
  – the Platonic Ideal of the Word, purer than the purest
  instance of it possible (see Purify [Word] below).
  Game-mechanically, consider any Essential [Word]
  as three times better than a mundane example of the
  Word: Essential Fire is three times hotter and burns
  three times longer, Essential Stone is three times
  harder and three times heavier, Essential Running is
  three times faster and for three times as long, etc.
  Default Penalty: -6. 
  Time to Cast: 1 minute.
  Duration: Instantaneous.
  Cost: 4.
  Purify [Word]
  Area, Regular, or Resisted
  This spell removes any impurities or flaws from
  the subject Word, making it homogenous, fresh, and
  untainted in substance. 
  Default Penalty: -1. 
  Duration: Instantaneous.
  Cost: 1.
  Resist [Word]
  Regular
  The subject – and all he carries – becomes
  immune to any negative effects of the Word for the
  duration of the spell. 
  Default Penalty: -2. 
  Duration: 1 minute.
  Cost: 2.
  Cost to Maintain: 1.
  Seek/Sense [Word]
  Regular or Area
  Lets the caster determine the direction, distance,
  and general nature of the nearest example of the
  Word. Can also be cast as an Area spell, to detect or
  get a feel for all examples of the Word within the
  radius.
  Default Penalty: -1. 
  Duration: 1 minute.
  Cost: 1.
  Cost to Maintain: 1.
  Strengthen/Preserve [Word]
  Regular or Resisted
  This spell allows the caster to strengthen, heal,
  repair, reinforce, or preserve a small amount of the
  target [Word]. 
  Default Penalty: -1. 
  Time to Cast: 2 seconds.
  Duration: Instantaneous; effects are permanent if
  repairing, preserving, or healing, and last 5 minutes
  if strengthening or reinforcing.
  Cost: 3 per 1d of hits, 1 pound of matter, or 1
  square yard of area.
  Walk On/Through [Word]
  Regular
  Lets the subject walk upon the Word as if it were
  solid earth, or pass through the Word unharmed, as if
  the Word did not exist. If the spell ends when the sub-
  ject is in a detrimental situation (within a mass of
  [Word], standing atop [Word] in mid-air, or so forth),
  the walker will suffer all the effects of being in such
  a state.
  Default Penalty: -5. 
  Time to Cast: 5 seconds.
  Duration: 5 minutes.
  Cost: 3.
  Cost to Maintain: 2.
  Wall of [Word]
  Area
  Creates a 3-yard-long, 3-yard-tall wall (or 1-yard-
  radius ring) of [Word] around the caster. The Wall of
  [Word] can be turned into a [Word] Dome by spend-
  ing an additional point of fatigue, or a [Word] Sphere
  by spending 2 additional points. Damaging Words –
  like Fire, Lightning, or Knives – will do 1d damage
  to anything trying to pass through the wall; this dam-
  age can be increased by 1d per point of fatigue added
  to the base cost. 
  Default Penalty: -3. 
  Duration: 1 minute.
  Base Cost: 3 (+1 for Dome or +2 for Sphere; +1
  per 1d additional damage).
  Cost to Maintain: 3.
  [Word] Jet
  Regular
  Lets the caster shoot a stream of [Word] from one
  hand. The jet is 1 yard long and does 1d of damage
  per point of fatigue spent. To hit a target, caster must
  roll against Way of [Word] skill to direct the jet. Most
  jets may be dodged or blocked, but not usually par-
  ried, unless the Word is a physical object like Stone,
  Knives, or Turtles. Non-physical jets can be parried
  by jets of the same Word or an opposed Word (that
  is, a Fire Jet can parry another Fire Jet or a Water Jet).
  Default Penalty: -3. 
  Duration: 1 second.
  Cost: 1 per 1d damage.
  Cost to Maintain: Same as cost to cast.
  THE TEMPLE OF THE LOST GODS
  60
  
  [Word] Missile
  Missile
  Lets the caster fire a rough sphere of [Word] from
  his hand, which flies at the speed of an arrow. For
  each point of fatigue spent, the [Word] Missile does
  1d damage. The casting roll counts as the attack roll
  against the target. Most missiles may be dodged or
  blocked, but not usually parried – unless the Word is
  a physical object like Stone, Knives, or Turtles. 
  Default Penalty: -3. 
  Duration: Instantaneous.
  Cost: 1 per 1d damage.
  [Word] Vision
  Regular
  Allows the caster to peer through solid [Word] as
  if it were glass, at 10 yards per 2 points of fatigue
  spent.
  Default Penalty: -2. 
  Duration: 1 minute.
  Cost: 2 per 10 yards.
  Cost to Maintain: Half of cost to cast.
  THE TEMPLE OF THE LOST GODS
  61
  LEARNING SET SPELLS
  WITHOUT THE RELEVANT
  WAY
  At the GM’s option, wizards may be
  allowed to learn set spells without having a
  relevant Way of [Word]. In this case, charac-
  ters will begin purchasing the set spell’s level
  from the double-default from the Realm
  Magic skill, which would be used for casting
  the spell spontaneously. However, without a
  strong in-game reason to do so, it’s more
  effective in character point terms to learn set
  spells in the usual way, if possible. (Note that
  Temple Mages cannot learn set spells unless
  they are Devotees, and Devotees would never
  learn a set spell that was not covered by the
  influence of their particular Lost God.)
  Example: Tardaz (IQ 13, Magery 1, Realm
  Magic-14) wishes to learn Wall of Fire as a
  set spell, but does not know the Way of Fire.
  His default for casting Wall of Fire as a spon-
  taneous spell is -9 (-6 for Way of Fire and
  then -3 for spell type). To learn Wall of Fire to
  skill level-10 this way would cost 10 points,
  and leave all other Way of Fire defaults equal-
  ly abysmal; learning it in the standard manner
  (by improving the default of Way of Fire,
  then the set spell) would cost exactly the
  same number of points, but raise the levels of
  all Way of Fire defaults.
  
  Lost God
  Sphere
  Date
  Ababat
  Griddles
  February 4
  Abalon
  Bears
  January 3
  Adeg
  Parsley
  May 31
  Aik
  Headaches
  June 9
  Aizu
  Plants
  April 19
  Ardoon
  Cooking
  May 3
  Aroz
  Cities
  July 13
  Atsahu
  Copper
  February 7
  Aube
  Sound
  January 11
  Autu
  Bastards
  July 7
  Awro
  Obedience
  August 8
  Aytamz
  Freedom
  July 15
  Azbaq
  Dust
  March 15
  Azmat
  Bowls
  March 23
  Babo
  Wine
  January 20
  Bai
  Breaking
  April 28
  Bami
  Desire
  August 23
  Belish
  Bottles
  April 2
  Bellen
  Relaxation
  April 6
  Bepu
  Perfume
  February 21
  Birs
  Soap
  March 22
  Bith
  Light
  September 14
  Bocadu
  Cats
  February 5
  Bodou
  Fresh Growth
  July 10
  Bonf
  Ovens
  January 5
  Bood
  Garlic
  June 10
  Bora
  Hills
  July 18
  “Borlaq”
  “Shrouds”
  ???
  Buraq
  Tactics
  September 6
  Cabaq
  Logistics
  October 8
  Capach
  Presses
  May 1
  Cathdar
  Hard Work
  May 19
  Chend
  Hope
  May 23
  Chuni
  Good Luck
  March 10
  Coren
  Milk
  August 3
  Costa
  Charcoal
  April 23
  Craden
  Darkness
  March 7
  Cufa
  Sleeplessness
  August 1
  Cuffen
  Children
  March 11
  Cuilabu
  Hearths
  December 6
  Lost God
  Sphere
  Date
  Cuto
  Iron
  May 27
  Cyunda
  Gold
  June 23
  Daime
  Writing
  September 15
  Dakak
  Bees
  November 7
  Darlaq
  Engineering
  March 12
  Dawji
  Bronze
  August 27
  Deel
  Enjoyment
  April 9
  Dequar
  Mountains
  April 12
  Dexen
  Steel
  September 5
  Diblu
  Avenues
  June 16
  Drisk
  Shields
  November 10
  Dufum
  Onions
  July 17
  Durob
  Oats
  June 20
  Duru
  Millstones
  June 11
  Duz
  Marriage
  February 23
  Dwavu
  Tin
  July 29
  Eafod
  Pans
  October 9
  Ebleth
  Painless Birth
  August 25
  Egres
  Drovers
  May 15
  Eirn
  Farmers
  July 1
  Enaud
  The Heart
  December 8
  Eora
  Topaz
  November 30
  Erga
  Cheese
  September 4
  Etinim
  Livestock
  May 12
  Euza
  Sapphires
  December 31
  Exragil
  Falling Leaves
  May 11
  Eyod
  Coal
  October 6
  Fanu
  Pain
  April 13
  Faytu
  Marble
  March 25
  Fegna
  Gratitude
  June 12
  Fene
  Pots
  September 10
  Ficez
  Narrow Escapes April 8
  Fieli
  Rye Bread
  October 5
  Finsk
  Apples
  July 23
  Flocod
  Millers
  August 12
  Flun
  Closing
  April 18
  Foom
  Thieves
  May 6
  Forbi
  Death
  September 27
  Frack
  Blood
  December 11
  Frandu
  Weddings
  October 19
  THE TEMPLE OF THE LOST GODS
  62
  Tables of the
  Lost Gods
  Part of the fun of the Temple of the Lost Gods set-
  ting is in GMs (and players) coming up with their
  own wayward deities. Below appear tables listing all
  the Lost Gods mentioned in the text of this book and
  more, sorted three ways: 1) alphabetically by name;
  2) alphabetically by sphere of influence; and 3)
  chronologically by their holy day. Sixty Lost Gods
  are left undefined, both to leave unknowns for PCs
  performing Seeker meditation (see p. 10) and so that
  GMs can customize their campaigns.
  Alphabetically by Name
  
  Lost God
  Sphere
  Date
  Fwond
  Diamonds
  February 22
  Fykul
  Rubies
  January 1
  Gako
  Sickness
  October 15
  Gef
  Bad Luck
  February 12
  Gexo
  Quartz
  April 4
  Ghorish
  Helping
  July 14
  Giniv
  Barrels
  August 11
  Giwo
  Jasper
  May 5
  Glist
  Funerals
  November 2
  Gove
  Alabaster
  June 6
  Gres
  Cloth
  April 14
  Gulidu
  The Sea
  September 28
  Gurdu
  Sausage
  November 6
  Gwast
  Blacksmiths
  September 13
  Gwo
  Opening
  March 19
  Gwulida
  Mistaken Facts August 31
  Gylor
  Aptitude
  March 20
  Gzun
  Theft
  December 4
  Haat
  Fated Deaths
  January 10
  Hagag
  Harrows
  July 12
  Hako
  Laughter
  May 20
  Hamma
  Beer
  December 5
  Hapsti
  Loyalty
  September 9
  Helleth
  Spies
  January 6
  Heod
  Disloyalty
  October 1
  Hikt
  Ignorance
  August 15
  Hine
  Chaos
  November 11
  Hondu
  Masons
  October 14
  Hui
  Honey
  February 20
  Huk
  Dreams
  September 20
  Idu
  Books
  October 25
  Ifiz
  Health
  December 23
  Igorah
  Plows
  June 13
  Igu
  Survival
  September 19
  Iheri
  Blind Chance
  January 16
  Iliz
  Sheep
  September 29
  Iomu
  Balance
  December 12
  Irthu
  War
  May 16
  Itana
  Bakers
  November 15
  Iul
  Love
  January 13
  Iyki
  Hate
  February 14
  Izani
  East
  January 21
  Jai
  Sorrow
  April 16
  Jaku
  Known Things October 11
  Jamere
  Drunkenness
  December 21
  Janili
  Scythes
  May 14
  Jaz
  Dinner Parties
  March 24
  Jehu
  Ennui
  May 17
  Jorm
  Guardians
  October 22
  Jouru
  Bare Necessity February 18
  Jumb
  Despair
  November 18
  Lost God
  Sphere
  Date
  Juuf
  Vintners
  December 16
  Jwo
  Happiness
  March 1
  Kaim
  Change
  October 31
  Karposk
  (Unknown)
  August 26
  Kiga
  Anger
  June 28
  Klessa
  Unknown
  November 23
  Things
  Knand
  Curiosity
  March 13
  Koari
  Time
  December 20
  Kofi
  Joy
  July 19
  Koj
  Flails
  April 15
  Kras
  Generosity
  April 22
  Kwel
  Heavy Things
  November 21
  Kyanda
  Brewers
  January 12
  Kzenti
  Control
  November 5
  Kzol
  Bread
  November 19
  Laitak
  Dairymen
  February 19
  Lak
  Billhooks
  March 14
  Lasbu
  Insight
  December 24
  Lim
  Musicians
  July 28
  Loomu
  Little Things
  December 25
  Loq
  Relief
  May 13
  Luno
  Forgotten WordsApril 25
  Lwon
  Justice
  September 11
  Lyden
  Peace
  August 9
  Lygu
  Babies
  September 12
  Maaw
  Throats
  June 26
  Mafi
  Mothers
  October 13
  Makadu
  Cows
  March 17
  Mar
  Bad Poetry
  August 13
  Mauth
  Names
  October 3
  Meb
  Mercy
  October 10
  Miath
  Ruthlessness
  November 12
  Mikarvox
  Needles
  January 17
  Mingre
  Hands
  August 10
  Minis
  Monkeys
  January 27
  Moch
  Teaching
  December 13
  Muku
  Hair
  February 16
  Mumul
  Armor
  February 17
  Mun
  Jugglers
  June 24
  Nad
  Clocks
  July 31
  Namam
  Boots
  January 18
  Neen
  Orphans
  November 14
  Nikovad
  Magic
  August 6
  Nold
  Song
  July 11
  Noor
  Night
  February 24
  Num
  Goats
  April 20
  Nysh
  Loss
  January 14
  Oblicin
  Punching
  December 19
  Odawu
  Aqueducts
  November 1
  Ois
  Violets
  December 15
  THE TEMPLE OF THE LOST GODS
  63
  
  Lost God
  Sphere
  Date
  Olatha
  Chickens
  May 21
  Oplath
  Ornamentation March 5
  Orag
  Herders
  August 18
  Oshu
  Whispers
  June 7
  Ourry
  Hospitality
  January 9
  Owck
  Tanning
  February 15
  Paja
  Yellow Things
  December 10
  Palq
  Practice
  April 1
  Parthu
  Horses
  June 28
  Pellish
  North
  September 23
  Pibaz
  Fire
  November 13
  Pif
  Safety
  July 16
  Pocra
  Weaving
  March 16
  Pof
  Dirty Fighting
  August 17
  Ponion
  Inheritance
  February 10
  Pord
  Unexpected
  May 25
  Guests
  Potog
  Royalty
  May 7
  Proq
  Crabs
  June 17
  Pusab
  Kicking
  November 4
  Puval
  Cobbling
  April 5
  Qaoc
  Priests
  June 19
  Qatu
  Begging
  May 29
  Qen
  Pigs
  July 27
  Qob
  Baths
  August 14
  Qualider
  The Moon
  April 27
  Quani
  Mystery
  April 24
  Quelt
  Fists
  October 18
  Quor
  Queens
  May 2
  Qwal
  Hostlers
  May 18
  Rausperd
  Preservation
  June 1
  Reeth
  Fresh Springs
  March 30
  Resta
  Staves
  September 17
  Rextim
  The Sun
  March 3
  Rhiport
  Weakness
  December 7
  Rici
  Wizards
  July 20
  Ridi
  Parenthood
  May 22
  Ristu
  Rescues
  June 30
  Roaku
  Food
  August 21
  Roq
  Danger
  June 15
  Rost
  Berries
  August 24
  Rybeal
  Swords
  April 17
  Sanenmach
  Warning
  February 27
  Seeltharee
  Healing
  February 2
  Shal
  Believable Lies July 2
  Shiq
  Wild Animals
  July 25
  Shoon
  Teachers
  August 28
  Shoren
  Carpenters
  April 11
  Slavu
  Communi-
  September 1
  cations
  Sleno
  (Unknown)
  February 1
  Lost God
  Sphere
  Date
  Smeethu
  Eggs
  September 3
  Sonce
  Childhood
  June 2
  Srand
  Law
  June 4
  Stanni
  Silence
  July 4
  Suka
  Animals
  March 18
  Surn
  Swimming
  July 21
  Swandu
  Clothing
  October 23
  Sythu
  Jewelry
  September 22
  Tand
  Movement
  December 27
  Tanradu
  Teeth
  July 24
  Tashmo
  Inappropriate
  June 21
  Laughter
  “Teelbaq”
  “Songbirds”
  August 30
  Teelis
  Play
  November 24
  Terbi
  Thorns
  January 23
  Theendaro
  Dogs
  March 9
  Tirad
  Work
  December 17
  Tolli
  The Aristocracy August 4
  Tomath
  Protection
  January 26
  Toral
  Fresh Meat
  October 21
  Treya
  Atheists
  September 24
  Tugge
  Lies
  February 3
  Tuk
  Temples
  August 5
  Tulaman
  Reading
  January 2
  Ublu
  Society
  June 25
  Ubun
  South
  February 25
  Udow
  Confusion
  September 25
  Uggnu
  The Harvest
  December 28
  Unku
  “Rightful Lust” August 22
  Urduun
  Lettuces
  November 27
  Uval
  Understanding
  September 7
  Varlik
  Fish
  November 26
  Varn
  Knives
  May 26
  Vaw
  Victory
  October 7
  Veplu
  Dancing
  January 28
  Vhaz
  Dumb Luck
  September 18
  Vili
  Trade
  October 24
  Vilvil
  Touch
  January 4
  Vish
  Making 
  March 28
  Vyan
  Cabbages
  December 2
  Wagea
  Clubs
  April 29
  Waz
  Gambling
  October 16
  Weeta
  Underground
  February 26
  Places
  Wellaq
  Radishes
  January 29
  Wendo
  Shelter
  December 1
  Wickem
  Seeds
  October 4
  Wist
  Mirrors
  December 30
  Xade
  The Hunt
  September 16
  Xeef
  Maces
  March 27
  Xibli
  Violence
  March 6
  THE TEMPLE OF THE LOST GODS
  64
  
  Lost God
  Sphere
  Date
  Xo
  Ginger
  February 8
  Xoraq
  Poetry
  February 11
  Xuz
  Gamblers
  November 16
  Yellish
  Whales
  November 8
  Yibin
  Sleep
  July 5
  Yobadda
  West
  April 7
  Yomme
  Deer
  August 20
  Youd
  Spears
  February 28
  Yu
  Peppers
  March 8
  Yufud
  The Peasantry
  November 29
  Lost God
  Sphere
  Date
  Yuz
  Drums
  December 14
  Za
  Salt
  April 30
  Zadigu
  Hard Truths
  January 31
  Zedev 
  Speed
  August 19
  (the Messenger)
  Zek
  Sin
  December 9
  Zilik
  Axes
  January 30
  Zolgu
  Storms
  June 14
  Zutu
  Libraries
  May 8
  Zuz
  Lost Shoes
  January 25
  THE TEMPLE OF THE LOST GODS
  65
  Alphabetically by
  Sphere of Influence
  Sphere
  Lost God
  Date
  Alabaster
  Gove
  June 6
  Anger
  Kiga
  June 28
  Animals
  Suka
  March 18
  Apples
  Finsk
  July 23
  Aptitude
  Gylor
  March 20
  Aqueducts
  Odawu
  November 1
  Armor
  Mumul
  February 17
  Atheists
  Treya
  September 24
  Avenues
  Diblu
  June 16
  Axes
  Zilik
  January 30
  Babies
  Lygu
  September 12
  Bad Luck
  Gef
  February 12
  Bad Poetry
  Mar
  August 13
  Bakers
  Itana
  November 15
  Balance
  Iomu
  December 12
  Bare Necessity Jouru
  February 18
  Barrels
  Giniv
  August 11
  Bastards
  Autu
  July 7
  Baths
  Qob
  August 14
  Bears
  Abalon
  January 3
  Beer
  Hamma
  December 5
  Bees
  Dakak
  November 7
  Begging
  Qatu
  May 29
  Believable Lies Shal
  July 2
  Berries
  Rost
  August 24
  Billhooks
  Lak
  March 14
  Blacksmiths
  Gwast
  September 13
  Blind Chance
  Iheri
  January 16
  Blood
  Frack
  December 11
  Books
  Idu
  October 25
  Boots
  Namam
  January 18
  Bottles
  Belish
  April 2
  Bowls
  Azmat
  March 23
  Bread
  Kzol
  November 19
  Sphere
  Lost God
  Date
  Breaking
  Bai
  April 28
  Brewers
  Kyanda
  January 12
  Bronze
  Dawji
  August 27
  Cabbages
  Vyan
  December 2
  Carpenters
  Shoren
  April 11
  Cats
  Bocadu
  February 5
  Change
  Kaim
  October 31
  Chaos
  Hine
  November 11
  Charcoal
  Costa
  April 23
  Cheese
  Erga
  September 4
  Chickens
  Olatha
  May 21
  Childhood
  Sonce
  June 2
  Children
  Cuffen
  March 11
  Cities
  Aroz
  July 13
  Clocks
  Nad
  July 31
  Closing
  Flun
  April 18
  Cloth
  Gres
  April 14
  Clothing
  Swandu
  October 23
  Clubs
  Wagea
  April 29
  Coal
  Eyod
  October 6
  Cobbling
  Puval
  April 5
  Communi-
  Slavu
  September 1
  cations
  Confusion
  Udow
  September 25
  Control
  Kzenti
  November 5
  Cooking
  Ardoon
  May 3
  Copper
  Atsahu
  February 7
  Cows
  Makadu
  March 17
  Crabs
  Proq
  June 17
  Curiosity
  Knand
  March 13
  Dairymen
  Laitak
  February 19
  Dancing
  Veplu
  January 28
  Danger
  Roq
  June 15
  Darkness
  Craden
  March 7
  
  Sphere
  Lost God
  Date
  Death
  Forbi
  September 27
  Deer
  Yomme
  August 20
  Desire
  Bami
  August 23
  Despair
  Jumb
  November 18
  Diamonds
  Fwond
  February 22
  Dinner Parties
  Jaz
  March 24
  Dirty Fighting
  Pof
  August 17
  Disloyalty
  Heod
  October 1
  Dogs
  Theendaro
  March 9
  Dreams
  Huk
  September 20
  Drovers
  Egres
  May 15
  Drums
  Yuz
  December 14
  Drunkenness
  Jamere
  December 21
  Dumb Luck
  Vhaz
  September 18
  Dust
  Azbaq
  March 15
  East
  Izani
  January 21
  Eggs
  Smeethu
  September 3
  Engineering
  Darlaq
  March 12
  Enjoyment
  Deel
  April 9
  Ennui
  Jehu
  May 17
  Falling Leaves
  Exragil
  May 11
  Farmers
  Eirn
  July 1
  Fated Deaths
  Haat
  January 10
  Festivity
  (Unknown)
  February 13
  Fire
  Pibaz
  November 13
  Fish
  Varlik
  November 26
  Fists
  Quelt
  October 18
  Flails
  Koj
  April 15
  Food
  Roaku
  August 21
  Forgotten WordsLuno
  April 25
  Freedom
  Aytamz
  July 15
  Fresh Growth
  Bodou
  July 10
  Fresh Meat
  Toral
  October 21
  Fresh Springs
  Reeth
  March 30
  Funerals
  Glist
  November 2
  Gamblers
  Xuz
  November 16
  Gambling
  Waz
  October 16
  Garlic
  Bood
  June 10
  Generosity
  Kras
  April 22
  Ginger
  Xo
  February 8
  Goats
  Num
  April 20
  Gold
  Cyunda
  June 23
  Good Luck
  Chuni
  March 10
  Gratitude
  Fegna
  June 12
  Griddles
  Ababat
  February 4
  Guardians
  Jorm
  October 22
  Hair
  Muku
  February 16
  Hands
  Mingre
  August 10
  Happiness
  Jwo
  March 1
  Hard Truths
  Zadigu
  January 31
  Hard Work
  Cathdar
  May 19
  Sphere
  Lost God
  Date
  Harrows
  Hagag
  July 12
  Hate
  Iyki
  February 14
  Headaches
  Aik
  June 9
  Healing
  Seeltharee
  February 2
  Health
  Ifiz
  December 23
  Hearths
  Cuilabu
  December 6
  Heavy Things
  Kwel
  November 21
  Helping
  Ghorish
  July 14
  Herders
  Orag
  August 18
  Hills
  Bora
  July 18
  Honey
  Hui
  February 20
  Hope
  Chend
  May 23
  Horses
  Parthu 
  June 28
  Hospitality
  Ourry
  January 9
  Hostlers
  Qwal
  May 18
  Ignorance
  Hikt
  August 15
  Inappropriate
  Tashmo
  June 21
  Laughter
  Inheritance
  Ponion
  February 10
  Insanity
  (Unknown)
  November 25
  Insight
  Lasbu
  December 24
  Iron
  Cuto
  May 27
  Jasper
  Giwo
  May 5
  Jewelry
  Sythu
  September 22
  Joy
  Kofi
  July 19
  Jugglers
  Mun
  June 24
  Justice
  Lwon
  September 11
  Kicking
  Pusab
  November 4
  Knives
  Varn
  May 26
  Known Things Jaku
  October 11
  Laughter
  Hako
  May 20
  Law
  Srand
  June 4
  Lettuces
  Urduun
  November 27
  Libraries
  Zutu
  May 8
  Lies
  Tugge
  February 3
  Light
  Bith
  September 14
  Little Things
  Loomu
  December 25
  Livestock
  Etinim
  May 12
  Logistics
  Cabaq
  October 8
  Loss
  Nysh
  January 14
  Lost Shoes
  Zuz
  January 25
  Love
  Iul
  January 13
  Loyalty
  Hapsti
  September 9
  Maces
  Xeef
  March 27
  Magic
  Nikovad
  August 6
  Making 
  Vish
  March 28
  Marble
  Faytu
  March 25
  Marriage
  Duz
  February 23
  Masons
  Hondu
  October 14
  Mercy
  Meb
  October 10
  Milk
  Coren
  August 3
  THE TEMPLE OF THE LOST GODS
  66
  
  Sphere
  Lost God
  Date
  Millers
  Flocod
  August 12
  Millstones
  Duru
  June 11
  Mirrors
  Wist
  December 30
  Mistaken Facts Gwulida
  August 31
  Monkeys
  Minis
  January 27
  Mothers
  Mafi
  October 13
  Mountains
  Dequar
  April 12
  Movement
  Tand
  December 27
  Musicians
  Lim
  July 28
  Mystery
  Quani
  April 24
  Names
  Mauth
  October 3
  Narrow Escapes Ficez
  April 8
  Needles
  Mikarvox
  January 17
  Night
  Noor
  February 24
  North
  Pellish
  September 23
  Oaks
  (Unknown)
  October 17
  Oats
  Durob
  June 20
  Obedience
  Awro
  August 8
  Onions
  Dufum
  July 17
  Opening
  Gwo
  March 19
  Ornamentation Oplath
  March 5
  Orphans
  Neen
  November 14
  Ovens
  Bonf
  January 5
  Pain
  Fanu
  April 13
  Painless Birth
  Ebleth
  August 25
  Pans
  Eafod
  October 9
  Parenthood
  Ridi
  May 22
  Parsley
  Adeg
  May 31
  Peace
  Lyden
  August 9
  Peppers
  Yu
  March 8
  Perfume
  Bepu
  February 21
  Pigs
  Qen
  July 27
  Plants
  Aizu
  April 19
  Play
  Teelis
  November 24
  Plows
  Igorah
  June 13
  Poetry
  Xoraq
  February 11
  Pots
  Fene
  September 10
  Practice
  Palq
  April 1
  Preservation
  Rausperd
  June 1
  Presses
  Capach
  May 1
  Priests
  Qaoc
  June 19
  Protection
  Tomath
  January 26
  Punching
  Oblicin
  December 19
  Quartz
  Gexo
  April 4
  Queens
  Quor
  May 2
  Radishes
  Wellaq
  January 29
  Reading
  Tulaman
  January 2
  Relaxation
  Bellen
  April 6
  Relief
  Loq
  May 13
  Rescues
  Ristu
  June 30
  “Rightful Lust” Unku
  August 22
  Sphere
  Lost God
  Date
  Royalty
  Potog
  May 7
  Rubies
  Fykul
  January 1
  Ruthlessness
  Miath
  November 12
  Rye Bread
  Fieli
  October 5
  Safety
  Pif
  July 16
  Salt
  Za
  April 30
  Sapphires
  Euza
  December 31
  Sausage
  Gurdu
  November 6
  Scythes
  Janili
  May 14
  Seeds
  Wickem
  October 4
  Sheep
  Iliz
  September 29
  Shelter
  Wendo
  December 1
  Shields
  Drisk
  November 10
  “Shrouds”
  “Borlaq”
  ???
  Sickness
  Gako
  October 15
  Silence
  Stanni
  July 4
  Sin
  Zek
  December 9
  Sleep
  Yibin
  July 5
  Sleeplessness
  Cufa
  August 1
  Soap
  Birs
  March 22
  Society
  Ublu
  June 25
  Song
  Nold
  July 11
  “Songbirds”
  “Teelbaq”
  August 30
  Sorrow
  Jai
  April 16
  Sound
  Aube
  January 11
  South
  Ubun
  February 25
  Spears
  Youd
  February 28
  Speed
  Zedev
  August 19
  (the Messenger)
  Spies
  Helleth
  January 6
  Staves
  Resta
  September 17
  Steel
  Dexen
  September 5
  Storms
  Zolgu
  June 14
  Survival
  Igu
  September 19
  Swimming
  Surn
  July 21
  Swords
  Rybeal
  April 17
  Tactics
  Buraq
  September 6
  Tanning
  Owck
  February 15
  Teachers
  Shoon
  August 28
  Teaching
  Moch
  December 13
  Teeth
  Tanradu
  July 24
  Temples
  Tuk
  August 5
  The Aristocracy Tolli
  August 4
  The Harvest
  Uggnu
  December 28
  The Heart
  Enaud
  December 8
  The Hunt
  Xade
  September 16
  The Moon
  Qualider
  April 27
  The Peasantry
  Yufud
  November 29
  The Sea
  Gulidu
  September 28
  The Sun
  Rextim
  March 3
  Theft
  Gzun
  December 4
  THE TEMPLE OF THE LOST GODS
  67
  
  Sphere
  Lost God
  Date
  Thieves
  Foom
  May 6
  Thorns
  Terbi
  January 23
  Throats
  Maaw
  June 26
  Time
  Koari
  December 20
  Tin
  Dwavu
  July 29
  Topaz
  Eora
  November 30
  Touch
  Vilvil
  January 4
  Trade
  Vili
  October 24
  Underground
  Weeta
  February 26
  Places
  Understanding
  Uval
  September 7
  Unexpected
  Pord
  May 25
  Guests
  (Unknown)
  Karposk
  August 26
  (Unknown)
  Sleno
  February 1
  Unknown
  Klessa
  November 23
  Things
  Sphere
  Lost God
  Date
  Victory
  Vaw
  October 7
  Vintners
  Juuf
  December 16
  Violence
  Xibli
  March 6
  Violets
  Ois
  December 15
  War
  Irthu
  May 16
  Warning
  Sanenmach
  February 27
  Weakness
  Rhiport
  December 7
  Weaving
  Pocra
  March 16
  Weddings
  Frandu
  October 19
  West
  Yobadda
  April 7
  Whales
  Yellish
  November 8
  Whispers
  Oshu
  June 7
  Wild Animals
  Shiq
  July 25
  Wine
  Babo
  January 20
  Wizards
  Rici
  July 20
  Work
  Tirad
  December 17
  Writing
  Daime
  September 15
  Yellow Things
  Paja
  December 10
  THE TEMPLE OF THE LOST GODS
  68
  Chronologically by Holy Day
  Note - This table includes those dates with unknown
  Lost Gods, as well as the holidays of Godsfall and
  Madat’s Birthday, and the five days where the High
  Priest decides which Lost Gods need to be prayed to.
  Leap Year Day happens every four years, and is
  placed into the calendar as October 32.
  Date
  Lost God
  Sphere
  ???
  “Borlaq”
  “Shrouds”
  January 1
  Fykul
  Rubies
  January 2
  Tulaman
  Reading
  January 3
  Abalon
  Bears
  January 4
  Vilvil
  Touch
  January 5
  Bonf
  Ovens
  January 6
  Helleth
  Spies
  January 7
  (Unknown)
  (Unknown)
  January 8
  (Unknown)
  (Unknown)
  January 9
  Ourry
  Hospitality
  January 10
  Haat
  Fated Deaths
  January 11
  Aube
  Sound
  January 12
  Kyanda
  Brewers
  January 13
  Iul
  Love
  January 14
  Nysh
  Loss
  January 15
  (Unknown)
  (Unknown)
  January 16
  Iheri
  Blind Chance
  January 17
  Mikarvox
  Needles
  January 18
  Namam
  Boots
  January 19
  (Unknown)
  (Unknown)
  Date
  Lost God
  Sphere
  January 20
  Babo
  Wine
  January 21
  Izani
  East
  January 22
  (Unknown)
  (Unknown)
  January 23
  Terbi
  Thorns
  January 24
  (Unknown)
  (Unknown)
  January 25
  Zuz
  Lost Shoes
  January 26
  Tomath
  Protection
  January 27
  Minis
  Monkeys
  January 28
  Veplu
  Dancing
  January 29
  Wellaq
  Radishes
  January 30
  Zilik
  Axes
  January 31
  Zadigu
  Hard Truths
  February 1
  Sleno
  (Unknown)
  February 2
  Seeltharee
  Healing
  February 3
  Tugge
  Lies
  February 4
  Ababat
  Griddles
  February 5
  Bocadu
  Cats
  February 6
  (Unknown)
  (Unknown)
  February 7
  Atsahu
  Copper
  February 8
  Xo
  Ginger
  February 9
  (Unknown)
  (Unknown)
  February 10
  Ponion
  Inheritance
  February 11
  Xoraq
  Poetry
  February 12
  Gef
  Bad Luck
  February 13
  (Unknown)
  Festivity
  (Madat’s Birthday)
  February 14
  Iyki
  Hate
  
  Date
  Lost God
  Sphere
  February 15
  Owck
  Tanning
  February 16
  Muku
  Hair
  February 17
  Mumul
  Armor
  February 18
  Jouru
  Bare Necessity
  February 19
  Laitak
  Dairymen
  February 20
  Hui
  Honey
  February 21
  Bepu
  Perfume
  February 22
  Fwond
  Diamonds
  February 23
  Duz
  Marriage
  February 24
  Noor
  Night
  February 25
  Ubun
  South
  February 26
  Weeta
  Underground
  Places
  February 27
  Sanenmach
  Warning
  February 28
  Youd
  Spears
  March 1
  Jwo
  Happiness
  March 2
  (Unknown)
  (Unknown)
  March 3
  Rextim
  The Sun
  March 4
  (Unknown)
  (Unknown)
  March 5
  Oplath
  Ornamentation
  March 6
  Xibli
  Violence
  March 7
  Craden
  Darkness
  March 8
  Yu
  Peppers
  March 9
  Theendaro
  Dogs
  March 10
  Chuni
  Good Luck
  March 11
  Cuffen
  Children
  March 12
  Darlaq
  Engineering
  March 13
  Knand
  Curiosity
  March 14
  Lak
  Billhooks
  March 15
  Azbaq
  Dust
  March 16
  Pocra
  Weaving
  March 17
  Makadu
  Cows
  March 18
  Suka
  Animals
  March 19
  Gwo
  Opening
  March 20
  Gylor
  Aptitude
  March 21
  (Unknown)
  (Unknown)
  March 22
  Birs
  Soap
  March 23
  Azmat
  Bowls
  March 24
  Jaz
  Dinner Parties
  March 25
  Faytu
  Marble
  March 26
  (Unknown)
  (Unknown)
  March 27
  Xeef
  Maces
  March 28
  Vish
  Making 
  March 29
  (Unknown)
  (Unknown)
  March 30
  Reeth
  Fresh Springs
  March 31
  (Unknown)
  (Unknown)
  April 1
  Palq
  Practice
  April 2
  Belish
  Bottles
  April 3
  (Unknown)
  (Unknown)
  Date
  Lost God
  Sphere
  April 4
  Gexo
  Quartz
  April 5
  Puval
  Cobbling
  April 6
  Bellen
  Relaxation
  April 7
  Yobadda
  West
  April 8
  Ficez
  Narrow Escapes
  April 9
  Deel
  Enjoyment
  April 10
  (Unknown)
  (Unknown)
  April 11
  Shoren
  Carpenters
  April 12
  Dequar
  Mountains
  April 13
  Fanu
  Pain
  April 14
  Gres
  Cloth
  April 15
  Koj
  Flails
  April 16
  Jai
  Sorrow
  April 17
  Rybeal
  Swords
  April 18
  Flun
  Closing
  April 19
  Aizu
  Plants
  April 20
  Num
  Goats
  April 21
  (Unknown)
  (Unknown)
  April 22
  Kras
  Generosity
  April 23
  Costa
  Charcoal
  April 24
  Quani
  Mystery
  April 25
  Luno
  Forgotten Words
  April 26
  (Unknown)
  (Unknown)
  April 27
  Qualider
  The Moon
  April 28
  Bai
  Breaking
  April 29
  Wagea
  Clubs
  April 30
  Za
  Salt
  May 1
  Capach
  Presses
  May 2
  Quor
  Queens
  May 3
  Ardoon
  Cooking
  May 4
  (Unknown)
  (Unknown)
  May 5
  Giwo
  Jasper
  May 6
  Foom
  Thieves
  May 7
  Potog
  Royalty
  May 8
  Zutu
  Libraries
  May 9
  (Unknown)
  (Unknown)
  May 10
  (Unknown)
  (Unknown)
  May 11
  Exragil
  Falling Leaves
  May 12
  Etinim
  Livestock
  May 13
  Loq
  Relief
  May 14
  Janili
  Scythes
  May 15
  Egres
  Drovers
  May 16
  Irthu
  War
  May 17
  Jehu
  Ennui
  May 18
  Qwal
  Hostlers
  May 19
  Cathdar
  Hard Work
  May 20
  Hako
  Laughter
  May 21
  Olatha
  Chickens
  May 22
  Ridi
  Parenthood
  May 23
  Chend
  Hope
  THE TEMPLE OF THE LOST GODS
  69
  
  Date
  Lost God
  Sphere
  May 24
  (Unknown)
  (Unknown)
  May 25
  Pord
  Unexpected
  Guests
  May 26
  Varn
  Knives
  May 27
  Cuto
  Iron
  May 28
  (Unknown)
  (Unknown)
  May 29
  Qatu
  Begging
  May 30
  (Unknown)
  (Unknown)
  May 31
  Adeg
  Parsley
  June 1
  Rausperd
  Preservation
  June 2
  Sonce
  Childhood
  June 3
  (Unknown)
  (Unknown)
  June 4
  Srand
  Law
  June 5
  (Unknown)
  (Unknown)
  June 6
  Gove
  Alabaster
  June 7
  Oshu
  Whispers
  June 8
  (Unknown)
  (Unknown)
  June 9
  Aik
  Headaches
  June 10
  Bood
  Garlic
  June 11
  Duru
  Millstones
  June 12
  Fegna
  Gratitude
  June 13
  Igorah
  Plows
  June 14
  Zolgu
  Storms
  June 15
  Roq
  Danger
  June 16
  Diblu
  Avenues
  June 17
  Proq
  Crabs
  June 18
  (Unknown)
  (Unknown)
  June 19
  Qaoc
  Priests
  June 20
  Durob
  Oats
  June 21
  Tashmo
  Inappropriate
  Laughter
  June 22
  (Unknown)
  (Unknown)
  June 23
  Cyunda
  Gold
  June 24
  Mun
  Jugglers
  June 25
  Ublu
  Society
  June 26
  Maaw
  Throats
  June 27
  (Unknown)
  (Unknown)
  June 28
  Kiga
  Anger
  June 28
  Parthu 
  Horses
  June 29
  (Unknown)
  (Unknown)
  June 30
  Ristu
  Rescues
  July 1
  Eirn
  Farmers
  July 2
  Shal
  Believable Lies
  July 3
  (Unknown)
  (Unknown)
  July 4
  Stanni
  Silence
  July 5
  Yibin
  Sleep
  July 6
  (Unknown)
  (Unknown)
  July 7
  Autu
  Bastards
  July 8
  (Unknown)
  (Unknown)
  Date
  Lost God
  Sphere
  July 9
  (Unknown)
  (Unknown)
  July 10
  Bodou
  Fresh Growth
  July 11
  Nold
  Song
  July 12
  Hagag
  Harrows
  July 13
  Aroz
  Cities
  July 14
  Ghorish
  Helping
  July 15
  Aytamz
  Freedom
  July 16
  Pif
  Safety
  July 17
  Dufum
  Onions
  July 18
  Bora
  Hills
  July 19
  Kofi
  Joy
  July 20
  Rici
  Wizards
  July 21
  Surn
  Swimming
  July 22
  (Unknown)
  (Unknown)
  July 23
  Finsk
  Apples
  July 24
  Tanradu
  Teeth
  July 25
  Shiq
  Wild Animals
  July 26
  (Unknown)
  (Unknown)
  July 27
  Qen
  Pigs
  July 28
  Lim
  Musicians
  July 29
  Dwavu
  Tin
  July 30
  (Unknown)
  (Unknown)
  July 31
  Nad
  Clocks
  August 1
  Cufa
  Sleeplessness
  August 2
  (Unknown)
  (Unknown)
  August 3
  Coren
  Milk
  August 4
  Tolli
  The Aristocracy
  August 5
  Tuk
  Temples
  August 6
  Nikovad
  Magic
  August 7
  (Unknown)
  (Unknown)
  August 8
  Awro
  Obedience
  August 9
  Lyden
  Peace
  August 10
  Mingre
  Hands
  August 11
  Giniv
  Barrels
  August 12
  Flocod
  Millers
  August 13
  Mar
  Bad Poetry
  August 14
  Qob
  Baths
  August 15
  Hikt
  Ignorance
  August 16
  (Unknown)
  (Unknown)
  August 17
  Pof
  Dirty Fighting
  August 18
  Orag
  Herders
  August 19
  Zedev
  Speed
  (Godsfall)
  (the Messenger)
  August 20
  Yomme
  Deer
  August 21
  Roaku
  Food
  August 22
  Unku
  “Rightful Lust”
  August 23
  Bami
  Desire
  August 24
  Rost
  Berries
  August 25
  Ebleth
  Painless Birth
  August 26
  Karposk
  (Unknown)
  THE TEMPLE OF THE LOST GODS
  70
  
  Date
  Lost God
  Sphere
  August 27
  Dawji
  Bronze
  August 28
  Shoon
  Teachers
  August 29
  (Unknown)
  (Unknown)
  August 30
  “Teelbaq”
  “Songbirds”
  August 31
  Gwulida
  Mistaken Facts
  September 1
  Slavu
  Communications
  September 2
  (Unknown)
  (Unknown)
  September 3
  Smeethu
  Eggs
  September 4
  Erga
  Cheese
  September 5
  Dexen
  Steel
  September 6
  Buraq
  Tactics
  September 7
  Uval
  Understanding
  September 8
  (Unknown)
  (Unknown)
  September 9
  Hapsti
  Loyalty
  September 10
  Fene
  Pots
  September 11
  Lwon
  Justice
  September 12
  Lygu
  Babies
  September 13
  Gwast
  Blacksmiths
  September 14
  Bith
  Light
  September 15
  Daime
  Writing
  September 16
  Xade
  The Hunt
  September 17
  Resta
  Staves
  September 18
  Vhaz
  Dumb Luck
  September 19
  Igu
  Survival
  September 20
  Huk
  Dreams
  September 21
  (Unknown)
  (Unknown)
  September 22
  Sythu
  Jewelry
  September 23
  Pellish
  North
  September 24
  Treya
  Atheists
  September 25
  Udow
  Confusion
  September 26
  (Unknown)
  (Unknown)
  September 27
  Forbi
  Death
  September 28
  Gulidu
  The Sea
  September 29
  Iliz
  Sheep
  September 30
  (Unknown)
  (Unknown)
  October 1
  Heod
  Disloyalty
  October 2
  (Unknown)
  (Unknown)
  October 3
  Mauth
  Names
  October 4
  Wickem
  Seeds
  October 5
  Fieli
  Rye Bread
  October 6
  Eyod
  Coal
  October 7
  Vaw
  Victory
  October 8
  Cabaq
  Logistics
  October 9
  Eafod
  Pans
  October 10
  Meb
  Mercy
  October 11
  Jaku
  Known Things
  October 12
  (Unknown)
  (Unknown)
  October 13
  Mafi
  Mothers
  October 14
  Hondu
  Masons
  Date
  Lost God
  Sphere
  October 15
  Gako
  Sickness
  October 16
  Waz
  Gambling
  October 17
  (Unknown)
  Oaks
  October 18
  Quelt
  Fists
  October 19
  Frandu
  Weddings
  October 20
  (Unknown)
  (Unknown)
  October 21
  Toral
  Fresh Meat
  October 22
  Jorm
  Guardians
  October 23
  Swandu
  Clothing
  October 24
  Vili
  Trade
  October 25
  Idu
  Books
  October 26
  No Lost God
  High Priest’s
  Choice
  October 27
  No Lost God
  High Priest’s
  Choice
  October 28
  No Lost God
  High Priest’s
  Choice
  October 29
  No Lost God
  High Priest’s
  Choice
  October 30
  No Lost God
  High Priest’s
  Choice
  October 31
  Kaim
  Change
  October 32
  No Lost God
  High Priest’s
  (Leap Year Day)
  Choice
  November 1
  Odawu
  Aqueducts
  November 2
  Glist
  Funerals
  November 3
  (Unknown)
  (Unknown)
  November 4
  Pusab
  Kicking
  November 5
  Kzenti
  Control
  November 6
  Gurdu
  Sausage
  November 7
  Dakak
  Bees
  November 8
  Yellish
  Whales
  November 9
  (Unknown)
  (Unknown)
  November 10
  Drisk
  Shields
  November 11
  Hine
  Chaos
  November 12
  Miath
  Ruthlessness
  November 13
  Pibaz
  Fire
  November 14
  Neen
  Orphans
  November 15
  Itana
  Bakers
  November 16
  Xuz
  Gamblers
  November 17
  (Unknown)
  (Unknown)
  November 18
  Jumb
  Despair
  November 19
  Kzol
  Bread
  November 21
  Kwel
  Heavy Things
  November 22
  (Unknown)
  (Unknown)
  November 23
  Klessa
  Unknown Things
  November 24
  Teelis
  Play
  November 25
  (Unknown)
  Insanity
  November 26
  Varlik
  Fish
  November 27
  Urduun
  Lettuces
  THE TEMPLE OF THE LOST GODS
  71
  
  Date
  Lost God
  Sphere
  November 28
  (Unknown)
  (Unknown)
  November 29
  Yufud
  The Peasantry
  November 30
  Eora
  Topaz
  December 1
  Wendo
  Shelter
  December 2
  Vyan
  Cabbages
  December 3
  (Unknown)
  (Unknown)
  December 4
  Gzun
  Theft
  December 5
  Hamma
  Beer
  December 6
  Cuilabu
  Hearths
  December 7
  Rhiport
  Weakness
  December 8
  Enaud
  The Heart
  December 9
  Zek
  Sin
  December 10
  Paja
  Yellow Things
  December 11
  Frack
  Blood
  December 12
  Iomu
  Balance
  December 13
  Moch
  Teaching
  Date
  Lost God
  Sphere
  December 14
  Yuz
  Drums
  December 15
  Ois
  Violets
  December 16
  Juuf
  Vintners
  December 17
  Tirad
  Work
  December 18
  (Unknown)
  (Unknown)
  December 19
  Oblicin
  Punching
  December 20
  Koari
  Time
  December 21
  Jamere
  Drunkenness
  December 22
  (Unknown)
  (Unknown)
  December 23
  Ifiz
  Health
  December 24
  Lasbu
  Insight
  December 25
  Loomu
  Little Things
  December 26
  (Unknown)
  (Unknown)
  December 27
  Tand
  Movement
  December 28
  Uggnu
  The Harvest
  December 29
  (Unknown)
  (Unknown)
  December 30
  Wist
  Mirrors
  December 31
  Euza
  Sapphires
  THE TEMPLE OF THE LOST GODS
  72
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SOURCE: textdata/thevault/GURPS [multi]/Adventure/GURPS 3e - Adventure - temple of the lost gods.pdf