Character Keywords
All Contents are Copyright © 2000 by Issaries, Inc.
No reproduction of this document is allowed without explicit written permission,
except for limited personal use.
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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.
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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.
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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.
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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.
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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."
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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.
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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 4 2
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.
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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+10 2 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
1 4 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
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