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The Insect King Rituals

Here is a collection of rituals used in my Working Babalon UA game. They were supposed to be slung around by the L.A.’s own Rosy Crucifers and the OAO.

AS THE CROWS FLY (five significant charges)
By taking one adult male crow and pulling out the feathers one by one without breaking them and sewing them into an article of clothing or attaching them to the flesh of the arms (glue or tape or whatever). Once this is finished the crow must be killed, prepared, cooked and eaten (in any way preferred). The magician must prance and caw as soon as he starts eating the bird and cannot utter an intelligible word until the meal is finished (80% of the bird must be consumed.)

Once this is done the magician need only say; “Kawa kawa minyo detter” six times, and his body and his immediate, carried gear transforms, flying apart into a flock of thirty-three crows. The crows are sterile and cannot breed.

The other benefits gained at 15% are a Body skill called Flying and a Mind skill called Remote Viewing. The flock acts as a single body and while manual manipulation is difficult, with patience it can be done. Remote Viewing essentially gives the caster visibility in all three axes.

The flock of crows can peck someone to death slowly. All damage done by the crows is the digits of the tens of the Pecking roll with a +3 damage bonus.

If a crow dies, the Caster suffers one point of Wounds. If he ever suffers damage goes below his Wound level. He cannot reconstitute his form without dying; he has to remain as a flock of crows.

This ritual lasts until the caster wishes it to end. The crows fly into a pile, which transmogrifies back into the original body with its original clothing.

BERZERKERGANG (two significant charges)
The Berzerkergang is an ancient ritual that has been famously bobbing around Teutonic (and other cultures) for centuries. It is evident from Finnish Sagas and in fairy stories to Native American reigions and myth. It has lead to werewolves and violent Viking monsters, shieldbiters and corpse-littered fields and vampire shape-changers and skin-walkers.

To prepare the Zerkergang ritual, the sorcerer needs a pelt of animal he killed himself. The pelt must be cured while the animal corpse is left bloody for three nights. While the skin is in curing the ritualist stays naked, stinking, fly-blown and covered in the slain animal’s blood.

To cure the pelt it must be left over a smoky fire in a cave. The fire may not go out and must be kept burning for a week. It used to be that it needed to be an oak fire, and while this is mostly true, the fire can subsist on a mixture of wood as long as there’s some oak wood in the kindling. The fire may not go out and the magician can never move further than about fifty yards or metres from the fire.

Once the three days are up, the sorcerer can try the magic, and he dons the fire-cured pelt and then the player rolls his magic check. If the check is successful, the pelt becomes enchanted with shape-changing magic – the pelt is considered a significant artefact.

The magician that made his own pelt can change into it with a simple magic skill check, but he also gains a Skin-rider, shape-changer, or beast-walker Soul skill at 0%.

When the berserker changes forms, he and everything around him blanks for about fifteen seconds of missing time (roughly a combat round) as if the universe skipped a track. The berserker is a man wearing a pelt and an animal the next (and vice versa when he changes back).

Experiencing the change is a Rank-3 Self and Unnatural check; observing the change is just a rank-3 Unnatural Check.

A Skin-walker skill allows the magician to use pelts created by other sorcerers. This skill may be taught independently of the Zerkergang Ritual.

One side-effect of wearing the ensorcelled Zerkergang pelt is that if the wearer fails any stress check the berserker always goes into Fight mode.

To werewolf or not to werewolf? That is the transformation…

Check the rules for familiars in Break Today to see animal stats. Of course it doesn’t cover famous Arctic Circle Witchiness like the Bear, Horse and Hare. Go and adapt for your own cultural shape-crafters and witch-animals.

Hare
Use Cat stats from Break Today (Pgs 112+)

Horse
150 available points: Body 40-70, Speed 50-90
Kick is H2H damage, +10

Bear
150 available points; Body, 50-90; Speed 40-80
Two claw attacks is H2H damage +10
Bite is H2H+3

Wolf
Use Dog stats from Break Today (Pgs 112+)

CRAFTING THE SCROLLS OF THE EAR’S EYE (four minor charges)
This spell creates a Transcription Volume (PMM138). The number of pages is equal to the magick check. A good matched pair gives as many pages as the casters magic skill added to the matched pair. A critical enchants pages equal to the caster’s magic skill rating added to his Soul stat.

The book (spine, covers, and binding) remains unaffected, but whatever pages are left over, or all the pages if the spell fails, shrivel up like fast-forwarded fruit skins until they become ashy and fall away.

The book itself can be used as many times as wanted.

THE ZEN DOG STORY
Zen dogs – or meatseekers as the wary dukes call them – are a horrific sight to behold. They are thin, grisly, skinless greyhounds raised on a special diet from hand. They completely lack any form of eyes – they’re smooth above their noses. They scent a smoky spectrum that has no place in the categorized world of applicable wavelengths. They see the purity of the living psychic flame – every bit of organic life sheds ectoplasmic effluvia from the match of the aura. From the shed skin and bacteria to the macroclimatic dance of cities, everything glistens with a wet glow of liveliness.

The Ritual of the Zen Dogs: Canina Diabolicus (two minor charges)

Each Zen Dog must be bred from a single virginal greyhound bitch of no less than seven years old and whose feet have never touched naked soil and who has been fed specially spiced cooked meat her whole life. The sperm must come from a pup from the same litter as the bitch. Once she has been made pregnant she gestates her pup (there is only one pup from the litter) over six months.

The pup is always born on the second night of the full after six months. Special care must be taken with the pup at this time because the mother’s first instinct is to savage her pup to death, at this point she most aggressive. Most of the time veterinarian surgeons usually perform a caesarian and remove the pup safely.

The mother is rendered infertile afterwards and seems to suffer an accelerated rate of calcium loss. None live beyond two years after the birth, reduced to shivering fragile wrecks.

The pup must be fed once a day on blood with milk or cheese. This is crucial for the first year. After wards the pup stabilizes and can be weaned onto raw meat – still living is preferable.

Although the Canina Diabolica (or Hell Hounds) are gruesome to look at, the most spooky thing about them is that they make no sound unless they are hunting. They make a squeeling whine that sounds like nails scratching chalkboards. It strikes something very profoundly frightening in the instinctual part of the brain.

Zen Dogs cannot breed with each other, but can do so with other canines. They breed normal dogs, except the female Zen Dogs are notoriously unreliable mothers letting their pups starve if they don’t eat them first.

The Zen Dogs – as they have been renamed – are also exceptionally intelligent, able to follow complex commands with razor precision.

There are two known breeders of Zen Dogs, one is in Italy and the other is in Luxemborg and one man owns both. These companies have made this one man very, very rich. Every single dog sells for a single million Pounds Sterling. He has two to seven for sale at any time. This man has insured protection from the Sleepers by donating three Zen Dogs to their Berlin Temple over ten years. These dogs have all died in the course of duty. Perhaps it is time to donate another.

Zen Dogs (Corporate Hell Hounds)

Obsession: Hunting.

Zen Dogs have no form of Passions. The closest they have is their knife-edged determination.

Wounds: 30

Body 30 (Lean engine of death)
Bite 30%
Keep running 30%

The Meatseekers can keep on going without rest twenty-four hours a day without getting exhausted.

Speed 60 (Faultless and Fast)
Quiet: 60%
Run: 60%
Initiative: 60%

Quiet is the Zen Dog at normal operating procedure. They may click their claws when they walk, but they don’t even pant. The only noise they make intentionally is their hunting whine.

Mind 10 (Expressionless)
Follow Commands 10%

Soul 80 (Burn like a comet)
Aura Scent 100%
Razor Bark: 80%

Aura Scent allows the Zen Dog to track you by your soul. It always knows where you are even if you are behind a wall. It will then try to get to you.

Razor Bark triggers the Fear Stimulus all animals possess. If the Zen Dog passes its Razor Bark skill, those that are not familiar with the dog act as if their Isolation Meter has failed a notch. Indeed people keep the failed notch. If the dog fails the skill check, the target gets a hardened notch.

MOSEY’S HOPPERS (or the Sorcerer’s Plague) (three significant charges)
Mosey’s swarm has been used before. It was a severe deterrent to wizards and anyone in the vicinity. It is the magical equivalent of indiscriminate carpet-bombing.

The spell must be cast on naked ground (concrete will not work, but flowerbeds are okay) a day before it is going to rain. The caster must have seventy sun-dried maggots, each marked with the caster’s spit, sitting in a bag, and he must stroll around the area sowing the raisin maggots like seeds. Once he is finished, the caster burns the maggot bag with a virgin fire. Once the bag is burned, he must prostrate himself on his hands and knees and kiss the ground.

Five hours after the rains finish, repugnant albino locusts push out of the ground from the scattered, dried maggots. The locusts are attracted to the closest magic or the unnatural and attack them ravenously, chewing them to get to the magic. The locusts can only eat like normal locusts, so anything organic (or just soft) is acceptable – even wood, leather, flesh, plastic, fabric, metal wiring, bone and blood. Anything immaterial like astral parasites and demons are sensed but ignored.

Anything magic is artefacts, unnatural beings and phenomena, demon-possessed people, people with magic charges, or people with seven or more notches in the Unnatural gauge are valid targets; even the caster is not immune to the locusts.

Anything in the swarm takes the sum of two dice damage per round. The albino locusts can only be taken out by fire or pesticides – fire and smoke holds them off, but not far.

A minor charge feeds the swarm for one day; a significant charge swarm feeds them for three days. A major charge might pump them up for a month…

The locusts last for two days after all that is magic and edible in the closest area is gone. The locusts do go into a feeding frenzy so everything in the cloud will be stripped. They will even chew hard metal, glass and stone in their desperation to eat what they need.

If the locusts sense additional magic outside from where they are they pick and fly to the area.

If the locusts eat everything they can they hop off and fly with the wind. After going hungry for two days, the swarm loses 1d10 times ten off its Wound score as whole swathes fall to the ground, twitching and dying. The dead locusts turn brown, rot and crumble. Preserving a dead locust is not difficult – it must be kept out of direct sunlight. Keeping it behind glass is fine. Keeping a live locust is also possible but it must be fed and those things draw blood when they bite.

Pale Locusts (1001 frenzied horrors)

Body 1 (abominations from Hell)
The Swarm has 1000 wound points before it scatters and is harmless. All combat does hand to hand damage, unlike normal combat; all combat rolls are treated as significant rolls (UA2 pg. 7).

Speed 80 (not fast, just everywhere)
Initiative: 40
Swat the Mist 80%
After taking damage, the swarm rolls Swat the Mist and takes the lower of the two rolls.

Swarming, hitting, biting, everywhere 60%
The locusts get in everywhere, even chewing through wood to get to anything magical and edible. This is also the “equivalent combat” roll needed by the swarm to get anywhere by crawling, squeezing and flying there. Once the swarm is there, damage is rolled arbitrarily without an attack roll needed.

Mind 10 (eat, eat, eat, eat, eat, eat)

Soul 50 (antennae like tuning forks)
Find the Food: 50%
This is how the swarm finds magic, or unnatural phenomena to eat.

THE BLOOD-BREASTED BRACE OF THE IRONS (four minor charges)
Ritual: By killing four small sparrows with a neat gut cut from throat to tail and as the bird struggles in the magician’s fist let the bird’s life blood dribble out. With an unbaked and sun-dried, unvarnished clay bowl filled with their drained blood, mixing the blood with rust-proofing oils, and using the mixture, clean your pistol as you would normally.

Secret Ritual Finale: Finally place the bird-corpses in the unbaked clay bowl and place them in a kiln or oven. Do not remove the bowl and birds until the bowl is cracked and the bird-corpses blackened and their feathers shrivelled.

If the bowl or the bird-corpses touch the ground (the area people walk on) before this sorcerous-proofing has finished, the magic worked will be lost. One ritual works for one gun (pistol or rifle).

According to legend the magician should now ward devils off the shot-powder gun, his accuracy be made tenfold and every strike be true and grievous to the enemy.

History: This spell has been incarnated for years, occultists blabber that this ritual has been hinted in legends of sorcerers or heroes enchanting their arrows to fly true and deadly. One old alchemist, a refugee from the Great War told of another soldier in the trenches that performed this ritual before facing off German machine gun fire.

This elderly sorcerer penned what he saw and annotated when he was able to talk to the War Wizard (who is referred to as Ulysses). And since then, the observant soldier hand copied just the first half of the Ritual and not the secret safeguard second half.

He never wrote to tell what happened to this Ulysses adept.

Effects: This spell will enchant a gun that it fires with unnerving accuracy. Even a casual sling from the hip will severely injure an opponent. This makes it a spell for hard-core assassins who need a bit of an extra edge.

The PCs Gun Skill check is the sum of the two dice rolled, but the damage remains the same as it was rolled. This spell has no effect on the weapon’s Maximum Damage.

The spell lasts for four shots per enchanted gun.

Game Hook: This spell was auctioned off the dead alchemist’s estate. The alchemist did not find the everlasting life he wished, but his homunculus has made it a vendetta for the Alchemist’s guilt at selling this bit of deadly wizardry. The Alchemist’s homunculus wanders about obsessing over the copies of this ritual that flit about the Occult Underground. It is the homunculus’ nature to attempt to collect or destroy all physical copies of the Blood-Breasted Brace of the Irons Ritual and possibly other magical bits and pieces that were lost with the Alchemist’s death.

The homunculus is known as De Jurgenstadt and is a thaumaturgist and alchemist. His knowledge of poisons is hideously frightening.

THE HONEYCOMBS OF THE DEVIL’S HUMMINGBIRDS (five significant charges)
By building a four-walled enclosure out of which one can never directly see the sun or moon. By breeding common, black houseflies that are fed nothing but honey for their entire lives (removing the flies and individually handling the maggots as they grow is the only way they don’t eat anything else.

Then hang a corpse on each wall of the enclosure with chains.

Release the flies into the enclosure and put a seal on the entrance, which is the Hebrew letter, Aleph.

Wait for five days, then remove the Aleph. If the letter isn’t written down, the ritual is ruined.

After about a week the flies start building a honeycomb in the rotting ribcages of the corpses and filling the cells with a thick, molasses like fluid. The fluid is sweet but has a hint of copper.

When the cells are thick with honey, the flies start laying their eggs into the cells, this is the best time to collect the honey.

The flies bred from the cells appear as normal, but they live for years – they don’t die.

The corpses still stink as they rot.

The Fly Honey has many supernatural qualities, the most prominent one being the slowing and possible cessation of ageing. It has tremendous recuperative qualities. It is hugely intoxicating but doesn’t impair the user.

People that have enough of it, eventually start rebuilding themselves. They get a Body skill called Regeneration. Regeneration works as though a doctor was treating the wounded user. The user makes a regeneration check and if its successful his body starts knitting back together.

It acts as a massive demon trap. Demons just dive for the smallest amount and don’t want to move off it.

It is believed it was once brewed at the request of a boozehound that paid a fortune for it. No one knows what benefits it gave the unnamed dipper.

Knowing you are or have eaten (or drank) Fly Honey is a Rank-6 Self check.

THE SECRET LANGUAGE OF THE BIRDS (nine or one minor charge)
Ritual: When the ritualist has personally slain a mortal enemy and drinks a little of his blood (add relevant stress checks here) and the Magick skill or stat check is successful, the character can learn the secret skill: The Language of the Birds at 0%.

Hidden Ritual Restrictions: The mortal enemy needs to be supernatural or have at least one minor charge at death, and the magician gains the skill at 0%. The caster needs a total of three failed or hardened Unnatural notches in his stress gauge. If he has any less, the spell doesn’t work.

New Skill: The Secret Language of the Birds (Mind and Soul)
The Secret Language of the Birds, called Bird, starts off at 0% and until the character has bought 10% into the skill can he use it. The skill is both magical and a language so it is governed by Mind and Soul and thusly cannot be higher than both stats.

All birds speak this magical language but they can only understand or follow up to three, monosyllabic-worded sentences and phrases. The birds are under no compunction to obey the caster, but birds, be far and large, are bored most of the day and will do simple errands for the caster.

Consider all birds to have an obsession over the Preservation and Continuation of Life; they will not suck up bullets or blast spells. Birds are notorious gossips and have an eye for the supernatural weirdness in their environments.

Although the caster and the birds are speaking the same language, observers can only understand the magician’s broken three-word burblings and the birds responding with intelligible bird calls.

Optional: If the magician uses the language of the birds when casting a significant-charge ritual and fails the magic check, he only loses half of the significant charges instead of all of them.

THE RITE OF THE SCARECROW (five minor charges)
No one knows when this ritual cropped up among the homeless of Los Angeles. Stories of animate scarecrows have been known in many horror legends, but no actual magic scarecrow has yet to be recorded by recent magicians – although their have been a few eyewitness accounts. Sure people find the raving scribbles of someone way out of their head, but those can hardly be counted on as factual, especially when the scarecrow rapes someone, or was seem milking a farmer’s cow and stealing the milk for the neighbourhood witch or UFO or something.

Some believe they were used as mock sacrifices in ancient pagan Europe. Villagers would build a straw man and give him the life of the earth and then kill him. But then people will rationalise anything into magical events, especially if they’ve read the Golden Bough.

Certain hip magicians scoff at the anthropology thinkers and drawl that it is a spontaneous ritual that worked when it was put together correctly in an accidental way using tilts.

But what the Stick Figures seem to be are an ancient version of clockwork automatons; what automatons would have been in the Dark Ages, bunches of branches and twigs ribboned together in a rough humanoid shape. The kind of human shape children crayon from their nightmares.

Take seven three-foot long, relatively straight rods of wood (stripped branches, twigs, broomsticks, pickaxe handles, etc) and arrange them in a specific pattern (the pattern is crucial and would be described in the ritual. It takes about three experience points to memorise the pattern and ritual). By taking red and purple ribbons weave them through the different rods in a certain order, slowly building the Stick Figure.

Once the Stick Figure has been lashed together it must be given a heart. The heart can be any fist-sized object – a stone or rock will do, so will a box, mug or beer bottle. The heart must be secured in the middle of the centre spine piece of wood.

The take a large sack, trench coat, bin-liner, blanket, duvet cover and after placing the wooden skeleton on or in it wrap it up covering most of the skeleton. The covering must be stitched or taped together.

The entire covered wood frame must be completely submerged for one day under water.

At the end of the second day, the Stick Figure arises from the water, ready to obey the caster.

Although unnecessary these Stick Figures often have heads of animal skulls, monster masks or decorations. This is usually something to look at when speaking to the wooden man.

The wood man can understand commands, and unlike minor clockwork automatons, the Stick Figures can interpret commands with a degree of sophistication, but will only act on orders, they are unable to create their own thoughts.

All Stick Men have the same Stats and skills and no Obsession and stimulus. They can build other Stick Men, but the other Stick Men merely wander aimlessly after waking up, because the parent cannot speak.

Body 50 (Too Thin)
Struggle: 50% (+3 modifier)
Be Mistaken for Human in a Dim Light: 20%

Speed 50 (Suddenly on top of you)
Initiative: 50%
Quiet like a broom closet: 25%

Mind 5
Understand orders: 90%

Soul 5
Recognise and obey the Caster: 100%

Wounds 25 (fragile)

It has a bird cage for a heart. It hangs on little chains and traps the soul of the dead, deflating its mind for muscle – a perfect assassin, a fluttering wounded ego shredded like the thin clouds above deserts.

The Stickmen are created relatively easily: some relatively straight pieces of wood, a ball of blessed twine, a large tub, a sharp knife, some cooking oil, a cage, a large piece of cloth or trench coat, and a living human body.

Take the body and bind the sticks to its limbs tightly with the twine. It is important that no rain touches the body during this stage – it must be kept dry from the sky’s water. After taking the bound body, place it in the hollow. A plugged bathtub is good for this. Cut a cross in the body’s abdomen. While the cross is bleeding hang the cage above it’s heart. Cut the body’s throat and let the body thrash as it dies. It can get messy so use a place no one will visit, or be prepared to clean the mess up yourself.

Pour a cupful of edible oil – any oil used in cooking is fine – onto the body. This is called anointing. People used to write letters up and down the body, but it’s unnecessary.

Leave the body alone for three days, four to be safe. After the three days are up enter the room. Be careful of the smell, the body has rotted three years in those three days. All that should be left is the wooden bound-together stick-frame. Take the hanging cage and tie it tightly into the chest cavity. This is the body’s soul, trapped like a bird.

After the cage is secured, sew it up in the large cloth or trench coat. Let it dry. It should start moving in a few hours. It will only move when it’s dry, so a fan, heater or hairdryer will help. Remember it must be covered up before it’s dried. If the drying is going to quickly splash some of the bath fluid onto the frame or dip part of it in. Be careful, the bath fluid can make you very sick.

Once the clothing has been securely stitched together, let the stickman dry.

Once it’s dry, it will respond to the first person that says: “Al Hamadha Kisva.” This is the key that makes it obey only the person that says those words, permanently – like certain animals that bond with nurturing humans. After that you have your very own walking, killing stickman.

Don’t worry all memories of what you did to get the stickman activated is wiped. It is a blank slate and as tame as a house-trained puppy.

THE RITUAL OF ELEVEN DOORS (seven significant charges)
Eleven Doors allows the characters to move within a city in a similar way the Pilgrim can walk the earth. The travellers are bound to walk in the preordained Ghost City. The travellers walk through the Eleven Doors’ door, wander around the unmapped Ghost City, then walk back into the real world.

Once they enter the Ghost City, they are subject to the various infringements of bizarre happenings. The Ritual of Eleven Doors creates the ability to shortcut space in the original city by taking the spatial shortcut through Ghost City.

To create the Eleven Doors ritual one needs a length of corridor, each end closed by a door. The corridor must be no less than four meters long – enough for three strides.

During preparation, the magician must lock both doors and sequester himself inside the corridor for three days and three nights. He cannot receive any interference from the outside world – not even to go to the toilet, brush his teeth, shower, etc. All those things must be catered for in advance.

The magician may not eat while enacting the ritual. He may drink though.

Twenty-nine arcane symbols must be painted on the doors, walls, floor and ceiling in a specific order.

Once the seven significant charges are spent The Ritual of Eleven Doors is complete.

To activate the Eleven Doors, all the travellers must be inside the corridor with one door locked (the one that will exit them into Ghost City. They lock both doors. Someone kisses the keyhole of the door that is to open into Ghost City, spends a minor charge, unlocks the door, and walks through.

They walk in Ghost City until they come across to the place they wanted to be or within a block of that place. The quick transition between Ghost City and the city is done in the time it takes for a person to blink. Getting back requires another corridor or your own steam.

The Eleven Doors ritual gets its name because it can be used eleven times before it doesn’t work again. The corridor can be used again, but all the old markings need to be stripped down and redone, essentially redoing the Ritual of Eleven Doors from scratch.

Notes on Ghost City.

The Ghost City is vividly eerie in A Few of My Favourite Things, in Weep. The Ghost City is a weird Otherspace – perhaps an obscure Room of Renunciation that has or needs no agent. It is just like your city in a vague undefined and unrecognisable way. It is possible to use A Few of My Favourite Things if the characters use the Eleven Doors for the first time.

The Ghost City has very little population, mostly the forgotten homeless, borderlines, and a few lost nonentities. It is the Ghost City because it isn’t full of people like normal cities are.

It is generally accepted that the city is finite, but it chameleons behind your back. It’s an odd place to visit, but you don’t want to live there. You can walk in a complete circle and arrive in the spot you started from, except parts of it will have changed, disorientating the observer.

A few scholars interested in these things claim that Ghost City is the latest incarnation of the Forbidding Wood, the Minotaur’s Labyrinth, and most recently, The Wasteland. Perhaps the Ghost City is a sort of yardstick for the latest interpretation of the universe by the Invisible Clergy.

THE WRATH FROM THE HEAVENS (six significant charges)
After chanting supplications to Bartzabel, the Spirit of Mars, throwing twenty separately marked pebbles during the chant and shedding a bit of blood in anger, the caster conjures a supernatural squall or twister.

For thirteen minutes low clouds condense above the target area (about a 1000 meters squared) and a chilly wind manifests and a moistening drizzle ensures.

On the fourteenth minute, lightning cracks and the wind whips up into a gale, as all dust, sand and small objects get blown up a small twister can be seen growing down from the circular vortex of clouds.

During this time and for the next five rounds the GM rolls the percentile dice – this is the storm’s initiative roll. Because the storm is uncontrolled, its initiative is always failed – unless it rolls a matched pair. The Storm’s initiative is its damage for that round.

As bits of rock and roofing tiles get wrenched off and whirled around, characters have a better initiative make dodge rolls to avoid damage. Debris smacks the character’s that are slow, for the sum of the storm’s initiative roll. If the characters fail the initiative roll get pummelled by the storm twice as they are also lifted up and tossed by the miniature tornado.

The only bonus is that the whirlwind is a little too weak to move solid objects like cars or houses. It might tip over a sedan if it rolls a matched pair, but smaller objects get easily ripped about.

On the nineteenth round the wind dies dramatically, dropping anything damaging and the cyclone dies out. On the twentieth round the last of the unnatural wind goes and the by the twentieth round, the half of the clouds have dispersed and rapidly dissipate.

The only natural benefit is the amount of moisture that gets created and rained about.

2 thoughts on “The Insect King Rituals

  1. carsten says:

    Hi,
    when reading the Berzerkergang-Ritual I just remembered a theory on how the myth of the beserkers came around. It is believed that the Vikings ate fly agaric on the eve before a battle. (Yummy!) Next morning they would drink their urin which contained the alkloids in even more concentrated form (YUMMY!). This resulted in them going into battle completely high – and probably lots of foam on their lips. Don’t know how credible that story is but it sounds quite convincing. And as mushrooms always used to be important ingredients for magical rituals that could be a neat way of creating a similar berserker ritual… Gives “magic mushroom” a whole new meaning. 😉
    Cheers,
    Carsten

    Reply
  2. Insect King says:

    Damn Medieval dust-heads!

    Cheers,

    Chris.

    Reply

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