Character Keywords

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No reproduction of this document is allowed without explicit written permission, except for limited personal use.

The Hero Wars are between ... Life and Death

Life and Death are both a part of the world. Plants, animals, peoples, even the world itself live, die, and then are reborn. This is the way of existence. But there are those who seek to interrupt this cycle, so that everything that dies remains dead. The defenders of Life are starting to awaken again to resist the destroyers, and they will not allow their world to be destroyed.

Here are several sample character keywords from four cultures of Dragon Pass: the Storm-worshipping Heortlings; the Lunars, a civilized, inclusive society that is trying to include the Heortlings against their will; Sir Ethilrist's Black Horse County, the last remnant of a sorcerous church; and the Grazers, a conservative, nomadic animist society. Many more keywords will appear in each future Player's Guide.

The spells, feats, and abilities listed here do not have detailed explanations. They are deliberately evocative rather than definitive. A core concept of Hero Wars is to let the players and narrator determine and discover what the characters can do.

Keyword Layout

There are three basic types of keyword: the Cultural keyword which applies to all members of the culture (we examine two here, the Heortlings and Lunars), the Occupation keyword, and the Magic keyword. First-time narrators should allow only these templates or those found in the various Player's Guides. As you grow to know the system, you can experiment with mixing and matching templates and creating entirely new ones. Most of the Magic keywords below are for gods and goddesses, as both the Heortlings and Lunars are theistic peoples. We include a few shamanic, sorcerous and mystic keywords, and the narrator is encouraged to make new ones to fit her saga.

Cultural Keyword

Physical Skills: Skills taught to members of the culture by family, friends, and cultural leaders.

Mental Skills: Skills taught to members of the culture by family, friends, and cultural leaders.

Relationship: Standard relationships that a member of the culture can expect to have.

Magic: Type of magic available to members of the culture.

Occupation Keyword

Entry Requirements: Some advanced keywords require previous experience, birth, or luck. If you do not fit the requirements, you cannot take the keyword.

Physical Skills: Abilities taught by the master of a craft or a teacher, or just through experience.

Mental Skills: Abilities taught by the master of a craft or a teacher, or just through experience.

Personality: Typical temperament of a member of the occupation.

Relationships: Other organizations or people that can be counted as a Relationship.

Magic: Type of magic readily available to this occupation.

Benefits: Typical benefits, usually most applicable to advanced keywords.

Disadvantages: Typical disadvantages of this occupation.

Living Standard: Typical living standard provided by the occupation.

Equipment: Typical equipment carried or owned by members of this profession.

Magic Keyword

Entry Requirements: Any requirements to take the keyword. This may be sex-related (men or women only), a minimal requirement (must be educated), or something else. If you do not fit the requirements, you cannot take the keyword.

Physical Skills: Abilities taught to all members, if any.

Mental Skills: Abilities taught to all members, if any.

Affinities/Grimoires/Spirits/Powers: Magic available via the keyword. Affinities and grimoires will also list feats or spells available. These are not meant to be exclusive lists, and many more feats and spells may exist than those listed here.

Secret: Most cults, orders, traditions, and schools have secrets, though some do not.

Worshippers: Who normally joins the organization.

Other Side: Otherworld location from which the worshippers derive their magic.

Other Connections: Other groups with which the organization has connections; these may or may not be present as Relationships.

Disadvantages: Any disadvantages faced by members of the organization.

Ability Notes

Berserk Attacks

Several gods provide magics that are listed as "Berserk." The Axe Berserk feat of Babeester Gor is an example of this type of magic.

Once a character invokes berserker magic, he has become a raving death machine, and will attack anyone or anything in their way. The berserk fit lasts until the end of the combat contest, which may be prolonged if the berserker does not recognize his friends and attacks them even after all the enemy are put out of the fight! The berserker may attempt to recognize his friends by using an appropriate ability, but must do so with a penalty equal to 1/4 his rating in the berserk magic ability.

The berserker can be brought out of his fit by certain magics, or by someone trying to talk him out of it. To talk a berserker out of his rage, the person must use an appropriate ability against the ability which produced the berserk rage in the first place.

Berserk magic requires that the user bid at least 1/2 his current AP each round, but provides an edge equal to 1/4 the user's ability rating in the berserker magic.

Kallai is in a life or death fight with a Chaos monster and calls upon his Death Song Berserk feat from his Death affinity (ability rating 18). He must bid at least 1/2 his current AP every round, but gains a +4 edge for the remainder of the combat. He may try to use his Recognize Foe ability to refrain from attacking his friends, but has a –4 penalty to the target number. He will remain berserk until the fight ends or he is "talked down" by a friend, who can use any appropriate ability opposed to Kallai's Death affinity.

Healing Affinities

Unless otherwise noted in the keyword, all healing magic uses the following resistance:

Wound Modifier or Resistance
Hurt –1/hurt
Injured 20
Dying 10

Gifts and Geases

Some gods require specific sacrifices of behavior, called geases, but in return give their followers specific gifts, feats, or skills not otherwise available. As long as the worshipper follows the restrictions of the geas, he may use the gift. If the geas is broken (even accidentally), the geas is removed and the god will impose harsh penalties on the worshipper. Devotees are the most likely worshippers to be given geases, though a god can grant one to an initiate or even a communal worshipper. Most cultures equate geases and gifts as marks of the god's favor.

The exact mechanism of receiving a geas depends on the cult of the god. Some require a devotee to choose a geas and its associated gift, some allow the devotee to pick and chose, and some assign them in a manner known only to the high priests. Gifts and geases are noted on the character sheet under Magic.

We provide a detailed list of gifts and geases under the Humakt keyword. Narrators are encouraged to create their own lists using this one as an example.

Kallai devotes himself to Humakt and receives the geas Never participate in an ambush. As long as he holds to this geas, he will have the benefit of the special Humakti mental skill Sense Assassin. Rick notes it on his character sheet: "Geas: Never attack from ambush; Sense Assassin 12."

The Heortlings

The Heortlings are the primary barbarian culture in the Dragon Pass region. They are a proud and fiercely independent people whose ancestors ruled the world during the Storm Age. Before the Storm Age everyone was ruled by tyrants and their despotic deities, who clutched the world in an unyielding grip that squeezed the joy and spontaneity out of everything. Heort joined with the storm gods, who were ruled by Orlanth, and helped liberate the cosmos. Since that time many oppressors have tried to crush the Heortlings, exactly as the Lunar Empire is trying to do today. They have always failed, thanks to the Heortlings' courage and determination to be free.

Heortling society is primarily clan based, with temporary or more permanent tribes formed by several clans. Heortling society follows the laws of Orlanth, the first two of which are "No one can make you do anything," and "There is always another way." Feuds are common, with wergild exchanged between clans for injuries or death. While much of Heortling society follows the roles laid down by age and gender, a large minority act outside the norm, and are accepted by the community. For example, while most women are home-makers and mothers, a few are warriors.

Clans are led by a chief, who has advisors known as the clan ring. The members of the clan ring are appointed by the chief, who may remove them at any time (subject to public pressure). Most clans have clan rings based on the Lightbringers, with prominent followers of the Lightbringer gods taking their gods' place in the ring, and the chief taking the place of Orlanth. There are many other types of clan ring, however.

Heortling Cultural Keyword

Physical Skills: Spear and Shield Fighting.
Mental Skills: Dragon Pass Geography, Heortling Customs, Heortling Myths.
Relationships: to Clan; Worship Storm Pantheon.
Magic: Most Heortling adults are initiated or devoted to a specific god. Suitable gods are listed below for each profession. Heortlings fear sorcery as soul-draining. Shamanism is rare, and shamans are generally outcasts and hermits. Mysticism is extremely rare, normally equated with dragonewts and outsiders.

Heortling Occupation Keywords

Here are several typical occupations which would likely spawn adventuring heroes like yours. These should not be taken as the whole of Heortling society: there are many other occupations, such as farmer, brewer, or crafter.

God-talker

You are a holy person, one who talks to and about the deities. You have a natural closeness to the immortals and have learned how to maintain the sacred lifestyle. What you know you have learned from the community or, more often, from the god itself. Other cultures might call you a priest, though "priest" is as much a political as a magical occupation among your people.

Mental Skills: Initiate to [god], Mythology of [god] , Perform Sacrifice, Pray to [god], Sense Gods Nearby, Sense Spirits Nearby.
Personality: Most deities have behavior requirements, and failure to adhere to them causes a handicap when using magic from the deity. Every deity has some requirements, even if they appear to be quite minimal such as the Orlanth and Ernalda requirements of "behave like everyone else." Other deities are very strict and severe in their minimal standards from their worshippers. Check with the narrator for details.
Relationships: to Temple.
Magic: Choose any Heortling god listed below. Most god-talkers have an established devotional relationship to a specific god.
Living Standard: Common.
Equipment: Ritual equipment and clothing.

Healer

You are a healer in a world which can be hostile to life. You regenerate that which is damaged, cure that which is ill, and bring solace to that which is troubled.

Physical Skills: First Aid, Gentle Touch.
Mental Skills: Calm Patient, Herbalism, Recognize Illness.
Personality: Calm, Empathetic.
Relationships: to Patients.
Magic: Choose a god from among Bevara, Chalana Arroy, and Ernalda the Healer.
Living Standard: Common.
Equipment: First aid kit with bandages, salves, and ordinary medicines.

Hunter

You are a person of the wilds, a provider, a stalker of game and a slayer of beasts. Heortling hunters stalk larger animals with bows, but trap small animals.

Physical Skills: Archery, Butcher, Hide in Cover, Set Traps, Stalk.
Mental Skills: Know Animals, Listen, Mimic Animal Sounds, Track.
Personality: Patient.
Relationships: None significant.
Magic: Choose a god from between Odayla and Yinkin.
Living Standard: Common.
Equipment: Bow and arrows, snares, traps.

Lawspeaker

You are a person of knowledge among the ignorant. You know the laws, customs, and ways of your people. You are literate, where most folk among the Heortlings are not. Most clans have a lawspeaker who can recite the laws of the clan, tribe, and Heortling culture.

Physical Skills: Emphatic Gestures.
Mental Skills: Detect Emotions, Know Heortling History, Know Heortling Laws, Read Heortling, Speak with Authority, Write Heortling.
Personality: Discerning.
Relationships: to Temple; to Clan Ring.
Magic: Choose a god from between Lhankor Mhy and Orlanth Rex.
Living Standard: Common.
Equipment: Quills, scrolls, books.

Merchant

You are a wandering trader, a person knowledgeable in recognizing marketable goods, evaluating their worth, and obtaining them for a good price. Communication is a necessary component of your occupation.

Physical Skills: Care for Mule, Carry Heavy Loads, Load Pack Animal.
Mental Skills: Bargain, Fast Talk, Gauge Value, Lie.
Personality: Clever.
Relationships: to a Trade Guild.
Magic: Choose a god from between Issaries and Orlanth Adventurous.
Living Standard: Common.
Equipment: Trade goods, pack, mule.

Spirit-Talker

You are what other cultures call a shaman. You can talk to, combat, and bargain with spirits. You may be known and accepted by a local village or clan, but are just as likely to be a hermit in the hills who is sought out when your abilities are needed.

Physical Skills: Craft Fetish, Draw Summoning Circle.
Mental Skills: [great spirit] Tradition Knowledge, Shamanic Escape, Spirit Combat, Spirit Sight, Spirit World Travel.
Personality: Slightly mad.
Relationships: to Followers.
Magic: Only one Heortling Spirit-talker magical keyword is presented here: Kolat.
Living Standard: Common.
Equipment: Several fetishes, support from followers, ritual objects.

Warrior

You are a warrior, a defender of the people and a slayer of foes. Combat is your lifestyle, the most dangerous profession known. Heortling warriors generally fight on foot.

Physical Skills: Acute Hearing, Hide in Cover, Riding, Running, Sword and Shield Fighting.
Mental Skills: Recognize Foe, Stay Awake.
Personality: Boastful, Brave.
Relationships: to Clan, Tribe, or Warband; loyalty to leader.
Magic: Choose a god from among Babeester Gor, Hedkoranth, Humakt, Orlanth Adventurous, Orlanth Thunderous, Urox, and Vinga.
Living Standard: Common.
Equipment: Leather armor, leather helmet, shield, spear, sword, dagger, horse.

Heortling Magic Keywords

Most Heortling adults are initiated to a specific god. A few are devoted to one. Rarely, a person may be initiated to one god and initiated or devoted to another. Initiates get the affinities of the god, and devotees get both affinities and feats.

Players are encouraged to work with the narrator to create new skills or feats as appropriate for these deities.

Babeester Gor

Babeester Gor is the Earth Avenger, who hunts and punishes those who harm, abuse, or steal from the earth. She is a women's fighting goddess. She was born during the Darkness out of Ernalda's corpse and diligently guarded the body against everything, and so allowed the Great Goddess to return herself to life. She serves Ernalda and all Earth goddesses as their special honor guard and avenger. She and her worshippers are considered to be fanatics.

Entry Requirements: Open to women only.
Physical Skills: Axe and Shield Fighting, Great-axe Fighting.
Mental Skills: Mythology of Babeester Gor, Stay Awake, Track.
Affinities:
Combat (Axe Berserk, Enchant Copper, Enchant Iron, Hurl Axe, Slashing Blow, Unbreakable Shield)
Terror Bellow (Roar of Command, Scream of Fear, Shout of Pain, Snarl Darkness)
Vigilance (Acute Hearing, Follow Any Trail, Go without Sleep, See in Darkness, Smell Enemy Nearby)
Secret: Earth Avenger (Acts as an integrated passion spirit, giving a bonus of 1/4 the target number to any ability used in the course of avenging an Earth temple or a worshipper of a Heortling Earth goddess.)
Worshippers: Women seeking revenge, warrior women.
Other Side: Babeester Gor's Axe Hall is on the Screaming Isle amidst the Sea of Blood that collected at the bottom of the Valley of the Corpse in the Earth Realm. From there initiates may exit to the Darkness Age. After death initiates of Babeester Gor become agents of revenge sent by the goddess to earth to answer the curses of women wronged by men.
Other Connections: Babeester Gor has a shrine in every Heortling Earth goddess temple.
Disadvantages: Babeester Gor devotees frighten most normal people, especially men, and are avoided under normal circumstances. Babeester Gor devotees cannot bear children.

Bevara

Bevara is a minor healing goddess commonly called "Stretcher and Sticker." During the Darkness she was important in the Dragon Pass area. She once carried the hero Heort out of danger. Her specialty is in attending to the types of wounds which are inflicted by combat or other types of violence, and being able to do so even when distracted by death and violence. Worshippers of Bevara have no restrictions on carrying or using weapons, and often function as "combat medics" for war bands.

Entry Requirements: None.
Physical Skills: Restrain Patient, Splint and Bandage.
Mental Skills: Brew Healing Potion, Mythology of Bevara.
Affinities:
Healing (Diminish Injury, Heal Self Fully [D+20], Remove Hurt, Stop Dying)
Self Defense (Carry Patient to Safety, Dodge, Earsplitting Scream, Evade Pursuers, Hide Self)
Secret: Combat Healing (Instantly use Healing affinity on others during combat, even while taking another action.)
Worshippers: Field medics, village healers.
Other Side: Bevara lives in Heort's Hall, which lies on Orlanth's Stead in the Storm Realm. From it initiates may exit to the Darkness Age. After death Bevara's initiates stay with her for a time and strengthen their souls for their next life.
Other Connections: None significant.
Disadvantages: None significant.

Chalana Arroy

Chalana Arroy is the greatest healing goddess in Glorantha, due in large part to her total dedication to nonviolence and helping anyone who needs her assistance. No initiate or devotee may ever bear or use any weapon, tool, or magic that is intended to harm others, nor may they participate in any activity that will cause harm. Thus, they can help build a wall, but not a lethal trap. During the Darkness she was a Lightbringer, and opened the way to the Land of the Dead. She restored life to Orlanth there when he had been slain, and her worshippers can travel into the Otherworld to restore other souls to life as well.

Entry Requirements: None.
Physical Skills: Restrain Patient.
Mental Skills: Brew Healing Potion, Find Herbs, Mythology of Chalana Arroy, Mythology of Lightbringers, Treat Disease, Treat Poison.

Affinities:
Calm Fear (Quiet Everyone, Sleep, Soothing Song, Stop Berserk Rage, Stop Panic)
Cure Disease (Fight Disease God, Fight Disease Spirit, Heal Abilities Lost to Disease, Stop Brain Fever, Stop Chills, Stop Shaking Disease, Stop Wasting Disease)
Heal Wounds (Heal Chaos Wound, Heal Dying [D+5], Heal Injury [D+15], Heal Poisoned Wound, Regenerate Damage Fully [D+10], Stop Bleeding)
Secret: Resurrect Other (Otherworld magic.)
Worshippers: Dedicated healers.
Other Side: Chalana Arroy has a Hall of Healing in the Storm Village, on Orlanth's Stead in the Storm Realm. From there initiates may exit to the Golden Age, Storm Age, or Darkness Age. After death Chalana Arroy's initiates work with her in her Healing Hall, helping to heal the wounds of the cosmos before returning to heal the wounds of the inner world.
Other Connections: Chalana Arroy is one of the Lightbringers.
Disadvantages: Chalana Arroy devotees are absolutely nonviolent. They may not bear or use weapons of any kind at any time. Their only defense is to cause their foes to go to sleep. They must protect those under their Sleep spell and those who have surrendered to them. Some healers make exceptions for Chaos creatures.

Ernalda

Ernalda is a great goddess, worshipped by almost all Heortling women. She is the source of all feminine spirituality, peace, and fecundity, the Broad Earth that is the foundation of all creation. She releases the power of growth every spring and collects it in the autumn. She is Power, not Matter, and her sisters are both Earth goddesses. In the Great Darkness Ernalda conquered the secrets of life and death by simply sleeping. Now Ernalda rules the Storm pantheon and its worshippers alongside Orlanth, her husband. Ernalda is the default goddess for Heortling women.

Entry Requirements: None, though many aspects are open to women only. Worshippers must normally choose an aspect from among those listed below.
Great Secret: Be Earth (Character becomes one with Ernalda and is taken out of play.)
Worshippers: Women.
Other Side: Ernalda's Home is on Orlanth's Stead, where her Loom House (also called the House of Women) can be found right next to Orlanth's Hall. Ernalda's palace is concurrently at the center of the Earth Realm. From her house initiates may exit to the Golden Age or Storm Age. After death Ernalda's initiates come to her house to help make the Great Tapestry, to eat from the Great Garden, and to be fed by the goddesses of the home.
Other Connections: Ernalda is the great goddess of the Earth pantheon.

Disadvantages: None significant.

Major Aspects of Ernalda

Eninta, Goddess of Childbirth
Affinities: Midwife
Secret: Assist Painless Birth

Ernalda the Healer
Affinities: Heal Animals, Heal Earth, Heal People
Secret: Earthpower

Ernalda the Leader
Affinities: Command Earth, Find Another Way, Leadership
Secret: Get Job Done

Ernalda the Mother
Affinities: Bless Crops, Bless Family, Bless Mothers
Secret: Mother Knows Best

Esrola, Grain Goddess
Affinities: Bless Barley, Harvest
Secret: Grow Barley

Uralda, Cow Mother
Affinities: Bless Cows, Milking
Secret: Aid Bovine Conception

Voria, Goddess of Spring
Affinities: Bring Springtime, Call Earth Goddess, Innocence
Secret: Breath of Spring

Ernalda the Healer

Ernalda is the soft and loving earth who heals her children with a touch, and this aspect focuses on those healing abilities. While not as renowned a healer as the more specialized gods, such as Chalana Arroy, she still has her place. She does not have the ability to resurrect the dead, but can cure wounds or diseases of people, plants, or animal, and even the earth itself.

Entry Requirements: None.
Physical Skills: Splint and Bandage.
Mental Skills: Make Healing Plaster, Midwife, Mythology of Ernalda.
Affinities:
Heal Animals (Cure Bullsitch, Cure Hoof in Mouth Disease, Cure Mange, Heal Animal Wound, Speak to Domestic Beast)
Heal Earth (Close Hole, Flower Quickly, Heal Plants)
Heal People (Cure Minor Disease, Fight Disease Spirit, Heal Hurt, Heal Injury, Make Less Tired)
Secret: Earthpower (Instantly use Heal People affinity on self while skin is in contact with bare earth, even while taking another action.)
Worshippers: Female healers, village wise women.
Other Connections: None significant.
Disadvantages: None significant.

Ernalda the Leader

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Ernalda is not the meek wife of Orlanth, but the co-equal ruler of the Storm Tribe. She gives her followers the ability to match their male counterparts in council. While she often allows the men to bellow and strut, she still is the one to see that the job gets done.

Entry Requirements: None.
Physical Skills: Meaningful Glare.
Mental Skills: Bully, Entice, Mythology of Ernalda, Orate.
Affinities:
Command Earth (Command Earth Animals, Command Earth Gods, Dismiss Earth Spirit, Enchant Copper, Force Flyer to Ground, Make Person Heavy)
Find Another Way (Calm Anger, Rally Women, Stop Argument, "Think of the Children" Cajole)
Leadership (Command Meeting, Intimidate, Stare Down Man)
Secret: Get Job Done (Acts as an integrated passion spirit, giving a bonus of 1/4 the target number to any ability used in the course of getting the job done. This bonus is gained only against the appropriate community--a woman's household, a clan leader's clan, a matriarch's tribe or city, etc.)
Worshippers: female leaders, matriarchs.
Other Connections: None significant.
Disadvantages: None significant.

Ernalda the Mother

Ernalda is the loving mother who always knows what is best for her children, and this is the aspect of Ernalda as the Mother of Life. She is the source of all the animals, plants, and people in the world, through her many daughters.

Entry Requirements: Bear live children.
Physical Skills: Cleaning, Cooking, Sewing.
Mental Skills: Chide, Control Children, Midwife, Mythology of Ernalda.
Affinities:
Bless Crops (Protect Crops from Birds, Protect Crops from Insects, Protect Crops from Storm)
Bless Family (Beautify Self, Conceal Family, Ease Fears, Heal Sick Child, Make Husband Laugh)
Bless Mothers (Bless Birth, Bless Eggs, Bless Livestock, Bless Marriage, Bless Pregnancy)
Secret: Mother Knows Best (Acts as an integrated passion spirit, giving a bonus of 1/4 the target number to any ability used in the course of convincing or forcing the mother's children to do what she says, as well as any of her daughters' husbands or children.)
Worshippers: Mothers.
Other Connections: None significant.
Disadvantages: None significant.

Hedkoranth

Hedkoranth is a minor god, the best fighter among the Thunder Brothers. He is followed by warriors who wish to gain his power over thunder stones, enchanted pieces of rock that can shock an opponent with their energy. Hedkoranth is the Thunderbolt of Orlanth made manifest. His weapon is thus always available, even when it has been thrown, and whether or not he hit or missed.

Entry Requirements: None.
Physical Skills: Sling, Throw Rock.
Mental Skills: Find Enemy Weakness, Mythology of Hedkoranth, Mythology of Thunder Brothers.
Affinities:
Clouds/Rain (Bruising Rain, Call Clouds, Call Lightning, Rainmaking, Start Thunderstorm)
Combat (Enchant Thunder Stone, Hurl Thunder Stone, Lightning Sword, Throw Far, Thunder Sling)

Wind (Aid Throw with Winds, Call Wind, Lift Objects with Wind, Raise or Lower Wind, Snatch Breath)

Secret: Return Thunder Stone (Acts as a mystic strike against the distance the stone was thrown; if the "distance" AP are reduced to 0 or below, the stone returns to the character's hand in time to be thrown again.)

Worshippers: Warriors.
Other Side: Hedkoranth's Thunder Oak stretches wide on Orlanth's Stead in the Storm Realm. From beneath its great shaded interior initiates may exit to the Storm Age or Darkness Age. After death Hedkoranth's initiates join him in great hurling matches and hunts across the realm, and competitions against other Thunder Brothers.
Other Connections: Hedkoranth is one of the Thunder Brothers. His cult is often viewed as a specialized version of Orlanth Thunderous.

Disadvantages: None significant.

Humakt

Humakt is the Heortling god of War and Death. He is the greatest fighter and warrior in the tribe. He is the Separator, the Divider, and he made the Great Darkness; he is Death, and he is able to bring others to him, whether he does it with a sword, stare, or word. He lives in swords; his magic is to fight and to kill and destroy. Only when Orlanth made peace with Humakt did the Darkness end. Humakt is slow to rouse until Justice is violated, whereupon he finds the Truth of it and delivers death to the loser. Humakt welcomes all his initiates to his house in the Underworld, and does not allow his worshippers to be resurrected.

Entry Requirements: None to join. Initiates and devotees must choose a gift and its associated geas.
Physical Skills: Craft Weapon, Dagger Fighting, Greatsword Fighting, (Sword) Fighting.
Mental Skills: Detect Lie, Mythology of Humakt.
Affinities:
Combat (Enchant Iron, Great Blow, Shield Destroyer, Truesword Stroke, Weapon Destroyer)
Death (Bless Corpse, Death Song Berserk, Kill Undead, Lay Ghost, Visage of Fear)
Honor (Empower Oath, Know Truth, Rally Warriors, Sever Relationship, Shame Coward)
Secret: Death (Acts as a mystic strike; in addition to contest results, if the target's AP are driven to 0 or below he dies.)
Worshippers: Weaponthanes, warriors, men with no name.
Other Side: Humakt's Sword Hall lies at the bottom of the measureless Cliffs of Shadow where a broken gash called the Vale of Death lets dead air enter the Storm Realm. From it initiates may exit to the Storm Age or Darkness Age, or travel into the Underworld. After death initiates of Humakt serve their grim god by fighting so hard that they regularly chop each other to pieces to prepare for the next divine battle, then are healed to do better next time.
Other Connections: None significant.
Disadvantages: Humakti may never be resurrected. Humakti are usually avoided by normal people simply because they are servants of Death. Many worshippers are or become mercenaries and so are mistrusted by most people.

Humakt's Gifts and Geases

Humakti gifts are tied to specific geases. Most temples allow the worshipper to choose his gift (and its associated geas) freely. Initiates are required to take a gift when joining the cult. Devotees must take a gift when joining, and may take another gift during the Sacred Time ceremonies each year.

Gift Geas
+5 to any Sword Fighting ability Never use one specific type of non-sword weapon
+5 to one Humakt or Warrior keyword skill (other than Sword) Remain silent one specified day of the week>
+3 to a non-Humakt or non-Warrior keyword skill +10% duty to the cult (initiates must spend 40% of their time, money, and dedication, devotees 70%)
Increase armor 1 rank Never lie
Begin the Sense Assassin skill at 12 Never participate in an ambush
+4 resistance vs. disease and poison> Never use poison
Begin the Sense Undead skill at 12 Never be an initiate of another god
Raise a specific weapon's rank by 5 against a specific foe species Never accept minor magical healing
Raise a specific weapon's rank by 5 against all foes Never accept magical healing of any kind
Recover 1 AP per round (as long as AP above 0) Never refuse a challenge to one-on-one combat

Issaries

Issaries is the god of communication, travel, and merchants. He invented barter, gifts, and profits, and can make an equal exchange with anyone, even so far as to trading the personal magic they have learned. He traveled everywhere, at first to trade and enjoy, and later to learn foreign ways. During the Darkness Issaries even went to the Land of the Dead as a Lightbringer. Issaries is the greatest speaker and storyteller; so great is his fame that he is called Goldentongue.

Entry Requirements: None.
Physical Skills: Identify Goods by Touch, Staff Fighting.
Mental Skills: Identify Jewels, Identify Metals, Mythology of Issaries, Mythology of Lightbringers, Speak [language], Speak Tradetalk.
Affinities:
Communication (Clear-voice Shout, Convince Buyer, Convince Seller, Entertain with Voice, Talk with Hands)
Merchant (Bless Market, Hide Booby Trap, Lock Box, Make Safety Alarm, Recognize Magical Value)
Travel (Cover Tracks, Detect Ambush, Find Escape Route, Find Trail, Protection While Sleeping)
Secret: Trade Feats (Ritual magic. The character and a willing target each give knowledge of one feat to the other. The feat may be used in a single contest, at the original owner's ability rating. The feat becomes unavailable to the original owner until it has been used in this manner. Use of the feat by one party to the exchange does not require that the other person immediately use the feat he received.)
Worshippers: Local merchants, middlemen, traveling merchants.
Other Side: Issaries has his Market on Orlanth's Stead in the Storm Realm. From his tent initiates may exit to the Golden Age, Storm Age, or Darkness Age. After death Issaries' initiates travel across all the world carrying messages and news between the various steads, halls, and even other realms, until they are reborn.
Other Connections: Issaries is one of the Lightbringers.
Disadvantages: None significant.

Kallai hears that a wandering Goldentongue merchant is in town. Hoping to gain some additional magic to help him during his next adventure, he seeks out the merchant, Orlkarlman. After a period of bargaining, during which Kallai is forced to pay Orlkarlman two sheep, the merchant agrees to trade magic feats with Kallai.

Kallai offers his Bless Corpse feat to Orlkarlman, who will be traveling near the Upland Marsh soon, and so fears a zombie encounter. Kallai wants to learn the merchant's Protection While Sleeping feat, so that he can rest more easily when he is traveling through Telmori territory the following week. Orlkarlman's ritual is successful, and Kallai suddenly understands the secret of Protection While Sleeping, while at the same time forgetting how to Bless Corpse.

Three days later, as he is starting his journey through Telmori lands, Kallai suddenly remembers how to Bless Corpse again, and he realizes that Orlkarlman must have encountered a zombie and used the feat he traded from Kallai. He hopes that it helped him.

That night, Kallai in turn uses the Protection While Sleeping feat so that he can sleep without fear, since it is the Full Moon night and he knows that werewolves may be around. During the night, three Telmori come near his camp site. An extended contest ensues between the Scent 12 ability of the Telmori leader and the 42 ability rating of Orlkarlman's Travel affinity. Despite this high ability rating, the Telmori leader's two followers give him an advantage, and after the contest is resolved the magic has failed to protect him, leaving Kallai to awaken at the mercy of the werewolves.

Kolat

Kolat is a great spirit of storms; he is the wind, which can go anywhere. His followers are shamans, of which there very few in Dragon Pass, or among Orlanthi in general. Kolat deals mostly with spirits of the air and weather.

Entry Requirements: Must have a fetch that can be awakened.
Physical Skills: Build with Snow, Craft Fetish, Draw Summoning Circle, Leaping.
Mental Skills: Kolat Tradition Knowledge, Mythology of Kolat, Sense Change in Weather, Shamanic Escape, Spirit Combat, Spirit Sight, Spirit World Travel.
Traditional Spirits: Air Spirits, Cold Spirits, Water Spirits, Weather Spirits, Wind Spirits.
Special Spirits: Wind of Above, Wind of Below.
Spirit Allies: Wind Spirits, Weather Spirits.
Fetch: Wind Spirits (see Elementals).
Fetishes: Kolatings use a variety of materials for fetishes, including flint carvings, hawk or eagle feathers, and alynx teeth and claws.
Secret: Travel as Wind (Ritual magic. Character transforms into a wind and can travel in that form until he reaches his desired location.)
Worshippers: Kolatings are rare, and generally serve themselves or their family only.
Other Side: Kolat's demesne inside the Spirit World is called the Horn Zone, which lies within a larger region called the Vale of the Four Winds. After death Kolat's worshippers join him in the Spirit World until chosen to become wind spirits which, through service, grow larger until they eventually become a wind that blows through the Inner World.
Other Connections: Many Darkness and Water spirits are traditional enemies.
Disadvantages: Kolat is accepted by the Storm pantheon, but members are still outcasts from normal Heortling society.

Lhankor Mhy

Lhankor Mhy is the wisest of the Heortling deities. He knows the laws, customs, and histories of the people, as well as things about foreign places, peoples, and gods. He knows or can discover any fact or secret, whether it is known by a person, manifest in nature, or contained in a book. Lhankor Mhy is called Greybeard, and his priests must all have beards, so women and other worshippers without them wear false beards. Lhankor Mhy is a Lightbringer, through whom he liberated the Light of Knowledge which had been extinguished by the Darkness.

Entry Requirements: All worshippers must have beards.
Physical Skills: Craft Writing Supplies.
Mental Skills: Know Trivia, Mythology of Lhankor Mhy, Mythology of Lightbringers, Read Heortling, Read [language], Write Heortling, Write [language].
Affinities:
Knowledge (Clairvoyance [use the range table], Find Obscure Fact [D+10 to D+10 depending on the obscurity], Read Mind [D+20], See Past Events [D+10 to D+102 depending on how far in the past], Interpret Spoken Language)
Law (Force Truth, Impress Jurors, Invoke Law, Recite Precedent)
Literacy (Reconstruct Document, Search Library, Translate Written Language)
Secret: Reveal Truth (Acts as a mystic strike with the asking of a single question; in addition to contest results, if driven to 0 AP or below the target person or object is forced to speak, reveal, or otherwise make the Truth known.)
Worshippers: Lawspeakers, scholars.
Other Side: Lhankor Mhy has his Great Study near Orlanth's Stead in the Storm Realm. >From it initiates may exit to the Golden Age, Storm Age, or Darkness Age. After death Lhankor Mhy's initiates study with the Grey Lord to obtain great knowledge and understanding in their next life.
Other Connections: Lhankor Mhy is one of the Lightbringers.
Disadvantages: None significant.

Odayla

Odayla is the god of hunting. He is famous for wrestling the Great Bear into submission, though some say that he is actually the Great Bear, who dies but awakens again each year. He is one of the Thunder Brothers, and during the Darkness he gave the Heortlings the skills and feats they needed to stay alive amid the monsters.

Entry Requirements: None.
Physical Skill: Wrestling.
Mental Skill: Find Shelter, Mythology of Odayla, Mythology of Thunder Brothers.
Affinities:
Bear (Bear's Strength, Foraging, Hibernate, Scent Food)
Hide (Hide in Foliage, Move Silently, Remain Motionless)
Hunt (Acute Vision, Arrow Sureshot, Attract Game Animal, Run over Snow)
Secret: Sleep Back to Life (Otherworld magic.)
Worshippers: Hunters.
Other Side: Odayla's Camp is in Engiziland near the Storm Eagle Tree, on the border of Orlanth's tula in the Storm Realm. From it initiates may exit to the Storm Age or Darkness Age. After death Odaylans range the wilds of the Storm Realm stalking and trapping wild, immortal beasts in the eternal thrill of the immortal chase. They also search for the best place to be reborn in the Inner World.
Other Connections: Odayla is one of the Thunder Brothers, and is a frequent companion of Yinkin.
Disadvantages: None significant.

Orlanth

Orlanth is the chief of the Storm pantheon, worshipped by almost all Heortling men; he is the Middle Air, the Great Storm that moves all winds. He is a warrior and leader who overthrew the Emperor and freed Ernalda. Though he welcomes specialists to his household, he is also good at all the things his followers can do. Thus he can fight, judge, recite, farm, and make things as well as husband, father, and lead. With Ernalda and his storm companions Orlanth formed the Storm pantheon. In the Darkness Orlanth set off with his companions and completed the great Lightbringer's Quest, and released the Sky from the grip of Kyger Litor. Now he rules the world and oversees the Heortling gods and peoples. Orlanth is the default god worshipped by Heortling men.

Entry Requirements: none, though some aspects are open to men only. Worshippers must normally choose an aspect from among those listed below.
Great Secret: Be Air (character becomes one with Orlanth and is taken out of play).
Worshippers: men, leaders, warriors
Other Side: Orlanth's Hall stands in the center of Orlanth's Stead, which lies at the center of the Storm Realm. From it initiates may exit to the Storm Age or Darkness Age, or travel into the Sky or Underworld, depending on where the constellation of Orlanth's Ring is. After death Orlanth himself welcomes all Orlanthi, who spend eternity feasting and hunting, riding border patrols, and leading living worshippers when they come to the realm.
Other Connections: Orlanth is the leader of the Lightbringers.
Disadvantages: None significant

Major Aspects of Orlanth

Hedkoranth, Thunder Warrior
Affinities: Clouds/Rain, Combat, Wind
Secret: Return Thunder Stone

Orlanth Adventurous
Affinities: Combat, Movement, Wind
Secret: Last Gasp Recovery

Orlanth the Farmer
Affinities: Agriculture, Domestic Animals, Maintain Stead
Secret: Plow Any Field

Orlanth Lawspeaker
Affinities: Justice, Law
Secret: Justice

Orlanth Rex
Affinities: Command, Government, Loyalty
Secret: Control Storm People

Orlanth Thunderous
Affinities: Clouds/Rain, Fight Elements, Wind
Secret: Thunderbolt

Vanganth the Flyer
Affinities: Flight
Secret: Seven Winds Flight

Vinga the Adventuress
Affinities: Combat, Movement, Protection
Secret: Defend the Helpless

Orlanth Adventurous

Orlanth Adventurous is the subcult devoted to fighting and warriors. Orlanth Adventurous is the Eternal Rebel, and can take his secret breath as a last gasp of action before facing defeat.

Entry Requirements: None. This is the default aspect for Orlanthi created under the basic rules.
Physical Skills: Leaping, [Weapon] Fighting
Mental Skills: Boast, Mythology of Lightbringers, Mythology of Orlanth, Sense Change in Weather.
Affinities:
Combat (Armor of Woad, Enchant Iron, Enchant Silver, Flickering Blade, Leaping Shield, Overbear Foe, Swordhelp)
Movement (Burst of Speed, Lift Objects with Wind, Rock-jumping, Run over Mud, Run up Cliffs, Sunset Leap)
Wind (Call Clouds, Call Wind, Change Wind Strength, Drive Away Clouds, Hear Words on the Wind)
Secret: Last Gasp Recovery (Automatically succeed at a single final action during any contest in which the character has used his Wind affinity, even if he normally would not be allowed a final action.)
Worshippers: Adventurers, rebels, warriors.
Other Connections: Other warrior deities, either as friend or foe.
Disadvantages: None significant.

Orlanth Rex

Orlanth Rex is the king of the Storm Tribe, and is worshipped by kings and clan leaders. He can command all of the gods, even the ones that are not part of his family. All Orlanthi are magically inclined to obey him.

Entry Requirements: Must be a clan leader or king.
Mental Skills: Bully, Cajole, Dominate Meetings, Mythology of Lightbringers, Mythology of Orlanth, Negotiation, Sense Mood of Crowd.
Affinities:
Command (Command Gods of Storm Pantheon, Intimidate Follower, Silencing Bellow, Summon Followers)
Government (Bless Clan, Calm Feud, Create Tribal Ring)
Loyalty (Cast Out, Instill Pride, Rally Clan, Sense Dishonor, Weaken Priest)
Secret: Command Storm People (Acts as an integrated passion spirit, giving a bonus of 1/4 the target number to any ability used in the course of ordering any theistic storm worshipper to perform a task.)
Worshippers: Clan leaders, tribal leaders, kingdom leaders.
Other Connections: All gods of the Storm pantheon are subservient to Orlanth Rex.
Disadvantages: None significant.

Orlanth Thunderous

Orlanth is the Thunderbolt, the Divine Essence brought into the world, so powerful that it destroys those who are not prepared for it. Orlanth Thunderous controls the very air, raising and lowering storms or wind, calling rain or snow.

Entry Requirements: none
Physical Skills: Sword and Shield Fighting
Mental Skills: Mythology of Lightbringers, Mythology of Orlanth, Predict Weather
Affinities:
Clouds/Rain (Call Clouds, Call Hail, Gentle Rain, Rainmaking, Start Thunderstorm)
Fight Elements (Enchant Tin, Fight Darkness, Fight Earth, Fight Fire, Fight Water)
Wind (Command Gods of the Air, Create Tornado, Drive Away Clouds, Drive Storm, Raise or Lower Wind, Snatch Breath, Still Tornado)
Secret: Thunderbolt (Acts as a mystic strike; in addition to contest results, if driven to 0 AP or below the target is instantly rendered unconscious and cannot attempt a final action.)
Worshippers: Air magicians.
Other Connections: Other Air deities are usually allies.
Disadvantages: None significant.

Vanganth

Vanganth is the god of flying, the first human to learn how to fly on the winds. Vanganth is counted among the collective Thunder Brothers, but singled out as being the best flyer, the fastest flyer, and the farthest flyer. Although all Orlanthi fly on their holy day, only Vanganth and his followers can call the winds to carry their heavier-than-air bodies at any time. To fly he exhales his breath, which becomes the vehicle that bears him aloft, invisible to the naked eye but visible to magic sight as either a ram, a storm hawk, or an alynx. Vanganth himself turns into those shapes in his myths. Vanganth was killed in the Darkness, and later freed by the Lightbringers.

Entry Requirements: None.
Physical Skills: Fight While Flying, Throw Sword.
Mental Skills: Discern Air Currents, Mythology of Thunder Brothers, Mythology of Vanganth.
Affinities:
Flight (Aerial Maneuvering, Avoid Lightning, Fly Carrying Additional Weight, Fly Fast, Leap with Wind)
Secret: Seven Winds Flight (Acts as an affinity with the following feats: Attack with Windblast, Dive from Above, Fly Against the Wind, Fly in Darkness, Hover, Knock Down Flyer, Reverse Direction in Midair.)
Worshippers: Even among Orlanthi flyers are rare, and it is mainly they who worship Vanganth.
Other Side: Vanganth's House is at the top of Flint Ridge on Orlanth's Stead in the Storm Realm. From it initiates may exit to the Storm Age or Darkness Age. After death Vanganth's initiates join him and fly all around the Storm Realm and far beyond. They compete against other Thunder Brothers in sports, eat heartily, and have the company of good women when they wish.
Other Connections: Vanganth is a hero cult of Orlanth Adventurous, and is also one of the Thunder Brothers.
Disadvantages: None significant.

Flying

Humans and other non-flyers may gain the power of flight by means of magic, but who or what grants the power is important.

Orlanthi Flying

The Storm Pantheon has an active relationship with the wind, air, and stormy skies which are Orlanth's body. Huge winds of hurricane strength or greater are required to move ordinary people through the air, who themselves need protection from the storm. A few extremely special Orlanthi have an inborn ability to fly. Others are taught by Vanganth how to use their god's great power to move themselves through the air. Such devotees often use small trained winds to augment their speed or the distance they can fly.

Storm flight follows certain characteristics. Flyers must always be moving through the air, for instance, and cannot normally hover. Flyers have to learn to balance and otherwise conduct themselves upon their flying cushion. Most flyers lie upon the cushion, belly down; experts can stand upon their breezy steed. Flying doesn't allow them to carry a lot of extra weight with them, and an extra person is a debilitating load except for the most powerful flyers, or those using a feat to help them. Good flyers can travel about an hour at 20 miles per hour before needing rest; pressed to cover distances, a flyer must go slower: 30 miles in 2 hours, 40 in 4, and 50 in 6.

Solar Flight

The Solar pantheon does not have true flight as such. Solar fliers can rise and fall in a controlled manner, but only in a vertical plane – it is as if they are standing on a pillar that can be raised and lowered.

Spirit Flight

Spirits that can grant the ability to fly are numerous: air or wind spirits can carry the character, while bird, bat, or insect spirits can be integrated or bound into a fetish. There are even Flight skill spirits.

Sorcerous Flight

Sorcerous spells allowing flight can be connected to talismans, though the spell requires that the sorcerer concentrate on flying to the exclusion of all else.

Mystic Flight

Mystics can levitate by Refuting gravity, which requires at least 14 in Refute.

Vinga

Vinga is the warrior goddess for women who take upon themselves the violent and deadly tasks normally taken by men. She protects the helpless--the lost child or raped woman, the defenseless village attacked by Uz (trolls), or a battle comrade knocked unconscious. Even before the Darkness had begun Vinga had stepped to the fore and guarded the tribe. She organized defenses and drove off the Uz. Her worshippers wear a skirt over their men's clothing and dye their hair red.

Entry Requirements: Open to women only.
Physical Skills: Running, Spear Fighting, Throw Javelin.
Mental Skills: Mythology of Thunder Brothers, Mythology of Vinga, Track, Wilderness Survival.
Affinities:
Combat (Deadly Spear Throw, Fight against Rapist, Fight against Uz, Mile Javelin Throw)
Movement (Leap over Water, Run on Treetop, Run upon Snow)
Protection (Find Lost Child, Heal Injury, Make Fire, Restore Morale, Shield Noncombatant)
Secret: Defend the Helpless (Instantly use Protection Affinity to defend a helpless target [whether a child, downed warrior, or defenseless village], even while taking another action.)
Worshippers: Women only, widespread through Orlanthi territory.
Other Side: The Red-Headed Lodge stands by the Twisted Flint Spire on Orlanth's Stead in the Storm Realm. From it initiates may exit to the Darkness Age. After death Vingans feast, hunt, and relax from the burdens of vigilance and combat, as reward for their lives. They may also go to Orlanth's Hall or visit any of the other Thunder Brothers when they want to enjoy men.
Other Connections: Vinga is one of the Thunder Brothers. Her cult is often viewed as a specialized version of Orlanth Adventurous.
Disadvantages: None significant

Yinkin

Yinkin is the alynx god, the father of that cat breed that is so loyal to Orlanth. Yinkin is noted for his catlike and sensual qualities, and can teach his followers how to discover the alynx within themselves. During the Darkness Yinkin wandered the woods and wilds, often helping lost humans and preying upon monsters and Chaos. He saved the Frozen God that way, who was his brother Orlanth, and so helped in the Lightbringer's Quest.

Entry Requirements: None.
Physical Skills: Claw and Bite Fighting, Climb, Jump.
Mental Skills: Flirt, Light Sleeper, Mythology of Yinkin.
Affinities:
Hunting (Grow Claws, Leap from Hiding, Move without Sound, Paralyzing Bite, Scent Foe)
Sensuality (Feel No Guilt, Seduce, Sleep Anywhere)
Wilderness Survival (Cat's Leap, Evaluate Food Quality, Land Safely, Recognize Threats Nearby, Squeeze through Narrow Place)
Secret: Become Alynx (Allows the character to transform into alynx shape. As with Hsunchen totems, and acts as an affinity while the character is transformed.)
Worshippers: Cat lovers, hunters.
Other Side: Yinkin's Lair is hidden in the Forest of Winds that edges onto Orlanth's Stead, in the Storm Realm. From it initiates may exit to the Golden Age, Storm Age, or Darkness Age. After death Yinkini stalk the most elusive game through the dangerous woods, exulting in the risk and enjoying the utmost excitement.
Other Connections: Yinkin devotees are often befriended by wild alynxes. Yinkin has a close relationship with Odayla, and worshippers of these two gods are often found together.
Disadvantages: Looked down upon by some warriors.

Orlanthi Mythology Notes

The Thunder Brothers

The Thunder Brothers are a loose collection of Storm deities: the younger sons of Orlanth and the sons and brothers of other gods of the pantheon. The Thunder Brothers are Orlanth's thanes, the most prominent of whom also each have a special ability. There are many more Thunder Brothers than those listed here. Most are only worshipped as subcults of Orlanth and they most often appear and act as a group when they are in important myths. When Orlanthi worshippers participate in the holy day worship and travel to the Divine World to help their god in battle they most often participate as members of this group.

The Lightbringers

After Orlanth slew the Evil Emperor, he freed the world and brought about the Storm Age. But Chaos broke through into Glorantha, and Orlanth repented of his act. So he gathered or met a group of six other gods, and together they traveled to Hell and brought the Emperor back. Followers of the Lightbringers can call upon each other for aid, and form a separate clique within the pantheon. The Lightbringers are Orlanth, Chalana Arroy, Issaries, Lhankor Mhy, Eurmal the fool, Flesh Man, and Ginna Jar. Flesh Man and Ginna Jar are not worshipped gods. Eurmal is a trickster god who play pranks, makes sarcastic comments, and is often in trouble due to his irrepressible nature.

Heortling Advanced Experience

These advanced occupations are presented as goals for aspiring Heortling adventurers. In a high-power setting, the narrator might allow the players to choose these occupations during character generation. Narrators are free to use these occupations for narrator characters.

Clan or Tribal Council Member

You are a politician, a volunteer who works for the public good. Heortling politics rely upon cooperation since most of the posts are elective. Note that most Orlanthi clans have a special relationship with a single deity, most often an aspect of Orlanth or Ernalda, who serves as the primary protector of the clan.

Entry Requirements: Be a solid citizen of the clan (as indicated by a useful ability at 10 or more) and be elected by others. (Relationship with clan at 1 or more.)
Mental Skills: Clan Law, Inspire Clan.
Relationships: to rest of Clan Ring; to Clan or Tribe.
Personality: Glib Tolerance.
Magic: Initiate access to clan god.
Benefits: Respect due your office, political influence in clan affairs, increased wealth while in office.
Disadvantages: No personal time, huge social responsibility, jealousy of others.
Living Standard: Prosperous.
Equipment: Stead, servants, horses, expensive weapons and equipment.

Priest

You are a full-time worker for the gods and goddesses. This is a very specialized and unusual profession, with high status and many benefits in return for doing the job. The requirements listed are typical, a generic average of what is expected from the wide range of positions, for each cult and every temple has its peculiarities. Note that the skills given here are generally in addition to those given above for god-talkers.

Entry Requirements: While the priesthood can be a purely political appointment, most temples require a minimum of 10 at a primary cult skill or affinity, plus 1 at most secondary skills or affinities.
Physical Skills: Chant for Hours, Dance Sacred Dances.
Mental Skills: Lead Worship, Orlanthi Philosophy, Prepare Sacrifice.
Relationship: A strong commitment to the Clan or Tribe, through the Temple. Also, a full-time commitment to the job and to the welfare of the clan.
Personality: Most deities have behavior requirements, and failure to adhere to them causes a handicap when using magic from the deity. Each deity has some requirements, even if they appear to be quite minimal, such as the Orlanth and Ernalda requirements of "behave like everyone else." Other deities are very strict and severe in their minimal standards from their priests. Check with the narrator for details.
Magic: Devotee access to clan god.
Benefits: Complete support from clan; political influence in clan affairs.
Disadvantages: No personal time.
Living Standard: Prosperous.
Equipment: Ritual regalia, a stead and workers, horses.

Warband Leader

You are the leader of a traditional Heortling warband. You may be the leader of the clan Huscarls or a clan-less mercenary.

Entry Requirements: Leadership and combat skills in the 10 range, or catch your chief 's eye.
Physical Skills: Ride, Shieldwall Fighting, additional weapon or fighting technique.
Mental Skills: Spot Ambush, Warband Tactics.
Relationships: to Chief; to rest of Warband; to warband Hero.
Personality: Businesslike Fighter.
Magic: Initiate or devotee access to the band's war god.
Benefits: Superior equipment, legal and monetary aid (dependent on the resources of the chief). Warband members must give you all booty taken, which you redistribute.
Disadvantages: Either follow the orders of your clan chief, or be distrusted by all clans.
Living Standard: Prosperous.
Equipment: The best weapons and equipment you or the chief can buy, a horse, 10-50 followers in your warband.

Lunar keywords
Black Horse keywords
Grazer keywords

Latest revision: 1 Mar 2000, new