As the PCs
in my Griffin Mountain game are wandering around Dragon Pass, and my
new River of Cradles game includes a lot of Sartarite NPCs its about
time I wrote up the cult of Orlanth for RQ6 and Legend. The Legend
skills spells etc. will be in RED, the
RQ6 in BLUE.
The first
version of Orlanth appeared way back in the days of Chaosium RQ1,
this version is more or less based on the writeup from HeroQuest
found in 'Sartar, Kingdom of Heroes', with bits of 'Thunder Rebels'
thrown in, and the odd spell from the MRQII Cults book.
Who is Orlanth?
He is the
King of the Storm Gods, the mightiest warrior deity, the father of
men and bringer of freedom. He conquered all that was worth
conquering back in the Gods Age, hundreds of tales are told about his
deeds, including how he killed the Emperor Sun and nearly destroyed
the world. His greatest quest was to admit his mistake and bring the
sun back from hell.
He has 49
names, each embodying an aspect of this mighty god. Some aspects are
Orlanth under a different name, some are brothers or close kin of his
and yet others are heroes who worshipped him. An individual may
worship different aspects of Orlanth at different times of his life,
he may worship several, or he may stick with one. And it is usually a
he, Orlanth is the embodiment of men's virtues and roles in Heortling
society. Women usually worship Ernalda, though as always with these
freedom loving people there always plenty of exceptions.
Lay Member
Anyone may
be lay member, all they need to do is turn up to a ceremony and make
a small donation to the person in charge. The only possible
difficulty may come with finding a ceremony and getting permission to
attend. Orlanth worship is currently being suppressed in Sartar and
worship often takes place in secret or on far off hilltops, and
interlopers who worship Lunar and Solar deities (apart from
Elmal) are quite definitely not welcome. Some ceremonies associated with a sub-cult or
hero cult (see below) are still allowed by the authorities.
Initiate
Initiates
are expected to pay a regular tithe to their priest, the amount
varying depending on the priest and their circumstances. In Sartar
many people pay a tribute to their clan chief and he passes a potion
of this onto the cult on the clan's behalf.
Requires
50% in five cult skills, these being:
Legend –
Athletics, Sword and Shield or Spear and Shield, Craft (any),
Theology (Orlanth), Evade, Resilience, Influence
RQ6 –
Athletics, Fyrdman Combat or Thegn Combat, Craft (any), Devotion
(Orlanth), Endurance, Evade, Influence
The cult
favours the following Common/Folk Magics
Legend –
Bladesharp, Endurance, Mobility, Push/Pull
RQ6 –
Bladesharp, Vigour, Mobility, Shove
Skills and
spells can be learned from higher level cult members for a donation.
Initiates
may also devote up to ¼ of their POW to the god, devoting at least
one, and can gain the following Divine spells
Legend –
Amplify, Blessing, Channel Strength, Dismiss Elemental, Shield
RQ6 –
Dismiss Sylph, Perseverance, Shield, Steadfast
Acolyte
Requires
at least 50% in Pact (Orlanth) or Exhort (Orlanth), 50% in Influence,
and 70% in three other cult skills.
Acolytes
can devote up to 1/2 of their POW to the cult and must devote a
minimum of three.
Acolytes
are expected to lead the defence of their god and his people, and
donate as much as a third of their income to their priests and temple
funds. They aspire to be the embodiment of Orlanth, just, bold,
boastful and in command of every situation. They usually learn
Oratory to help give their arguments force.
They can
learn the following Folk/Common magics
Legend –
Thunderer's Voice
RQ 6 –
Shock, Glamour, Voice
Divine
Magic -
Legend –
Call Winds, Summon Sylph, Telekinesis, Consecrate
RQ 6 –
Summon Sylph, Call Winds, Consecrate, Telekinesis
Priest (Wind Voice)
Wind
Voices are greatly respected and powerful members of Sartarite
society, and though custom dictates that clan chiefs and tribal kings
have precedence, they are sometimes over-awed by Wind Voices. Many
Wind Voices are wanderers by nature, and many have to keep on the move given the Lunar
suppression of their religion, travelling in carts full of religious
paraphernalia and with an bodyguard of acolytes.
To become
a priest one must have 90% Pact (Orlanth) or Exhort (Orlanth), 90%
Theology (Orlanth) or Devotion (Orlanth), 90% in one other cult skill
and 50% Oratory. He must know the divine magic Consecrate.
They spend
all their time and money on promoting Orlanth and furthering his
worship despite the oppression, and though there is still some money
coming in, they can't expect the riches they used to get before Lunar
taxes sapped the wealth of the land.
Divine
Magic
Legend –
Excommunicate, Extension, Soul Sight, Bless Woad
RQ6 –
Excommunicate, Extension, Soul Sight, Bless Woad
Aspects and subcults
How subcults work under RQ/Legend rules
There are
a basic set of cult skills that are common to all Orlanth cults as
detailed above, and a couple of skills that are associated with each
subcult. A Follower who just wants to be an initiate of Orlanth is
his most general form follows the requirements above. A Follower who
wishes to become an initiate of one of the aspects of Orlanth
substitutes the two cult skills for ONE of the general cult skills
above. For example, Oroling wants to be an initiate of Desemborth –
he needs 50% in FOUR of the cult skills noted for initiates above,
not five, and MUST have 50%+ in the Desemborth skills of Stealth and
Deception as well.
When a
person joins a subcult as an initiate they gain a Theology (subcult)
or Devotion (subcult) skill in the subcult equal to half their
equivalent Orlanth skill, and this skill is used for any Divine magic
they gain from the subcult, and to determine their subcult rank as
they progress.
A person
may join as many subcults as he likes, but can only be an acolyte or
priest of one. Each subcult will expect its own donations/sacrifices
though, and joining too many may impoverish the person. A priest can
theoretically lead worship of any aspect of the god, even one he
himself has never followed. Any skills used as part of this worship
are reduced however, a Priest of Barntar the Plowman isn't going to
get much of a hearing from Orlanth Thunderous.
The list
below is by no means exhaustive. Some subcults are long defunct, some
are now considered outright heretical by modern Wind Voices, like
Orlanth the Dragon, popular in the Wyrm's Friends days, and some are
only recognised by a single tribe or clan.
Desemborth the Thief
Orlanth
stole many items from other deities back in the God-time, going under
the pseudonym Desemborth and hanging around with that unpredictable reprobate
Eurmal the Trickster. The Sartarites have the quaint belief that taking other
people's stuff doesn't count as theft if the victim is not of your
clan. Though their Kings and High Kings like to rule that everyone in
their tribe or country is part of the 'family of the kingdom', there
are still people who take liberties, and clan chiefs who let them get
away with it. No-one advertises their membership of this cult too
loudly though. It is most common in the cities and is especially
popular in New Pavis, the City of Thieves.
Skills:
Stealth, Deceit
Common/Folk
Magic:
Legend –
Bandit's Cloak, Luck
RQ6 –
Coordination, Bypass, Incognito
Divine
magic
Legend –
Initiate: Dark Walk
RQ6 –
Initiate: Dark Walk
Acolytes
may heroquest for the Sandals of Darkness, the item Desemborth stole
from Kyger Litor which enabled him to pull off even more daring
heists.
Dar the Chieftain/Orlanth Rex
Only those
who are elected chief by their tribe may become members of the cult
of Dar the Chieftain, and only those whom the chiefs decide is to be
king of the whole tribe can join Orlanth Rex. In Sartar there is yet
another level, the cult of the hero Sartar himself, who instituted
the rites of High Kingship which unified the kingdom.
Skills:
Oratory, Insight. In addition chiefs must have Culture/Customs 75%+,
Kings 90%+
Common/Folk
Magic:
Legend:
Thunder's Voice, Glamour
RQ6 –
Glamour, Voice
Divine
Magic:
Legend:
Initiate: Outlaw, Summon Moot
RQ6:
Initiate: Outlaw, Summon Moot
Destor the Adventurer
A son of
Orlanth, or according to some legends another pseudonym of Orlanth,
Destor was an explorer and gadabout, afflicted with wanderlust and a
tendency to get himself into trouble wherever he went. He was
especially adept at sword fighting, making daring escapes from the
most difficult situations and bragging about it afterwards. Popular
amongst young Orlanthi everywhere, especially in Pavis where reckless
worshippers plunge into the ruins and sometimes even come out alive.
Skills:
Legend:
Perception, Evade
RQ6:
Perception, Wild Wind Combat style (Swashbuckling, Dagger,
Shortsword, Longsword, Broadsword, Buckler, Med. Shield)
Common
/Folk Magic:
Legend:
Coordination, Mobility, Luck
RQ6:
Coordination, Fanaticism
Divine
Magic
Legend –
Initiate: Telekinesis, Acolyte: Wind Words
RQ6 –
Initiate: Telekinesis, Acolyte: Wind Words
Mastakos the Charioteer
A
companion of Orlanth, who drove the god's chariot in any number of
battles and close escapes. Chariots are not much used in Sartarite
warfare these days outside Ralios, cavalry are far superior for hit
and run attacks and the ever popular cattle raid, but many Kings,
Chiefs and Priests keep one for ceremonial parades and there are
shrines with sacred chariots in many hill forts, and sometimes a
Mastakos cultist to drive it.
Skills:
Legend:
Drive, Javelin
RQ6:
Drive, Charioteer Combat Style (Charioteer, Axe, Sword, Javelin, Long
Spear, Lance)
Common/Folk
Magic:
Legend:
Mobility, Speedart
RQ6:
Mobility, Speedart
Divine
Magic:
Legend:
Acolyte: Teleportation, Priest: Guided Teleportation
RQ6:
Acolyte: Teleportation, Priest: Guided Teleportation
Ormalaya the Hunter
Ormalaya
is a son of Orlanth who helped him explore the world back in the
early God's Age. The Orlanthi have two other hunting gods, Yinkin and
Odayla, followed by those who make hunting a way of life, Ormalaya is
followed by those who hunt for recreation and those who are forced to
supplement their farm income with a bit of game to get by.
Skills:
Legend:
Resilience, Survival
RQ6:
Endurance, Survival
Common/Folk
Magic
Legend:
Speedart, Clear Path
RQ6:
Speedart, Pathway
Divine
Magic
Legend:
Initiate: Sureshot
RQ6:
Initiate: Sureshot
Hedkoranth the Thunderbolt
Hedkoranth
is a brother of Orlanth and embodies the thunderbolt,
striking down enemies with a mighty crash of electricity and noise. Hedkoranth slingers are the bane of the Lunar patrols, lurking in the
high mountains and blasting their troops in hit and run attacks.
Possession of a thunderstone is a capital offence in occupied
territories. Their best warriors, those who can wield lightning, do
not carry metal weapons and armour, often just fighting with a bit of
woad, a sling and a flint knife. They are also on good terms with the
Kolating shamen so expect them to have a few air spirits on hand as
well.
Skills:
Legend:
Sling, Resilience
RQ6:
Hedkoranth Slinger (Skirmishing, Sling, Thrown Rock, Spear, Dagger),
Endurance
Common/Folk
Magic:
Legend:
Speedart, Chill, Detect Enemies
RQ6:
Speedart, Chill, Find Enemies
Divine
Magic:
Legend:
Initiate: Enchant Thunderstone, Acolyte: Crash of Thunder, Lightning
Strike
RQ6:
Enchant Thunderstone, Acolyte: Thunderclap, Lightning
Vanganth the Flyer
Vanganth
is another of Orlanth's many brothers, who rejoiced in the art of
flying on the winds. Again the Lunars have learned to fear this
followers, nothing is quite as disconcerting as having a squadron of
barbarian fanatics swooping over your column chucking javelins
and even swords. The Flight spell precludes wearing heavy armour so
they often just wear woad by way of protection. Possession of the bent Vanganth throwing sword is also a capital crime in Lunar occupied Sartar.
Skills:
Legend:
Thrown Sword, Acrobatics
RQ6:
Vanganth Flyer (Swashbuckler, Sword, Javelin, Thrown Sword),
Acrobatics
Common/Folk
Magic:
Legend:
Speedart, Mobility
RQ6:
Speedart, Mobility
Divine
Magic:
Legend:
Initiate: Flying
RQ6:
Initiate: Flying
Vinga the Avenger
Vinga is
the daughter of Orlanth and Ernalda, a red haired warrior who seeks
to avenge wrongs done to her tribe and family. It is open only to women who are already initiates of the earth goddess Ernalda, and
membership may be temporary, the woman only dying her hair red and
taking up arms as long as it takes to get revenge on someone who has
wronged her or her kin.
Skills:
Legend:
Athletics, Survival
RQ6:
Athletics, Survival
Folk/Common
Magic:
Legend:
Speedart, Mobility, Detect Enemy, Pierce
RQ6:
Speedart, Mobility, Find Enemy, Pierce
Divine
Magic
Legend:
Initiate: True Javelin, Aegis, Heal Wound
RQ6:
Initiate: True Javelin, Aegis, Heal Wound
Vingans
may go on a Rite of Vengeance heroquest to gain a special bonus
against a particular foe, and further heroquests re-enacting
Vinga's noted victories may gain bonuses against whole classes of
enemy – rapists and slayers of children are particular favourite
targets.
Other subcults
There are
a whole slew of peaceable and mundane subcults devoted to the
ordinary tasks of Orlanthi tribesmen; Barntar the Plowman, Durev the
Householder, Orolman the Herder, Orstan the Carpenter etc. Another
set cover the more mundane warrior roles: Finovan the Raider,
Strakval the Frydsman, Tatouth the Scout. Yet more are devoted to
combating a particular foe: Orvanshagor Dragonslayer, Vingkot
Champion (hates trolls), Vingkot Victorious (hates sun worshippers). Another set embody Orlanth's roles as ruler and keeper of
tradition: Drogasi the Skald, Andrin the Lawspeaker, Jarani the
Lawstaff, Vingkot the High King, and yet other aspects are associated with cold, wet and stormy weather.
Who worships Orlanth?
Orlanth is
one of the most widely worshipped deities in Glorantha, with
followers in Fronela, across Ralios, through Maniria and at one
time much of western and southern Peloria.
Across much of his old range in Peloria his worship has faded. In the Lunar Provinces some aspects of Orlanth are now regarded as separate deities and worshippers of such have limited access to his more warlike and stormy magics, and have forgotten the old association of their gods with mighty Orlanth.
Across much of his old range in Peloria his worship has faded. In the Lunar Provinces some aspects of Orlanth are now regarded as separate deities and worshippers of such have limited access to his more warlike and stormy magics, and have forgotten the old association of their gods with mighty Orlanth.
Barntar, Starkval and the one time Orlanthi hero
Alakoring Dragonbreaker are popular in Tarsh, a version of Vinga is the major
deity of Holay, in Imther and Vanch the old trade and farming
aspects are still worshipped, and in Talastar and Aggar a reasonable range of Orlanthi cults linger on, though Orlanth himself is worshipped only by rebels and bandits.
In Sartar
the suppression of Orlanth is only just beginning. Orlanth's temples
are being demolished, his holy hills and mountains are being
desecrated and occupied and his priests are fugitives. As in Tarsh
worship of a few of his more peaceable aspects is allowed, as long as
Orlanth is not praised or mentioned in the course of the rites, though Vinga, which has vague similarities with some Lunar cults, has been
left alone as long as her followers don't cause trouble. The worship
of foreign storm gods is being encouraged such as Doburdun, Molanni
and Brastalos, though these meek and submissive deities bear no
resemblance to the aggressive, forthright and heroic king of the gods
Orlanth. They have few worshippers in Sartar, and few of the
foreign priests drafted in to proselytise the populace have fared well.
No comments:
Post a Comment