Gagarth the Wild Hunter
By Mark Galeotti
Mythos and History
"No one can make you do anything" is a central theme of the Orlanthi culture,
but this freedom is tempered by respect for tradition, kin, clan and elders.
Gagarth represents freedom at its rawest and most selfish. He is the Most Wild
Wind, grandson of Umath. He is the rootless and destructive Whirlwind, who scours
the land, uproots the crops and leaves nothing but desolation. He is the Wild
Hunter, who roars through the storm, hunting whatever he chooses, taking whatever
he wants. Lost souls may be run down and consumed by his pack of wolf-hounds or,
if they show the necessary spark of wildness of their own, have an opportunity to
show their mettle against Gagarth's ever-changing band of followers. Win or lose,
Gagarth may not care - Gagarth only finds pleasure in the hunt and the fight, in
bullying and terrifying, in despising society and mocking tradition. The most
charitable of the Orlanthi describe him as the "thirst that never is slaked",
as Gagarth is cursed never to be still, never to settle, never to be content.
| Entry Requirements: |
Be outlawed or break taboo. |
| Physical Abilities: |
Ride, Spear Fighting, Maintain Pursuit. |
| Mental Abilities: |
Bully, Taunt, Boast, Command Hunt Pack, Resist AuthorityAuthority,
Mythology of Gagarth. |
| Affinities: |
Hunt (Outrun Prey, Never Lose Spoor, Spot the Weakest)
Combat (Spiteful Wound, Long-Reaching Spear, Twisting Cyclone Spear)
Wild Wind (Summon Windstorm, Fly in Storm, Bruising Rain, Howl Like the Storm). |
| Secret: |
Never Be Told (Acts as an integrated passion spirit giving a bonus
of 1/4 the target number to any ability used in resisting attempts to control
or influence the Gagarthi). |
| Worshippers: |
Gagarth is worshipped by the outsiders of Orlanthi and Praxian society:
bandits, outlaws, renegades and kinslayers. |
| Other Side: |
Various myths recount how Gagarth is granted, steals or finds a stead in
the Storm Realm, but that he cannot bear to be confined to one place and will
not tend and care for it. He is a jealous god, though, and will not see another
reclaim even what he does not care for. Gagarth's Stead is somewhere on the
fringes of the Storm Realm, and while it is ruined and abandoned, he will soon
furiously confront any who travel there. After death, Gagarth's worshippers may
be invited into his band of followers - or might be their prey. |
| Other Connections: |
At times, Gagarth has fought alongside Orlanth, against those who would try
to confine the storm, but usually he is an enemy, especially of Orlanth in his
Lawspeaker and Rex aspects. |
| Disadvantages: |
Gagarthi are often outlaws with a blood-price on their heads, but even when
they are not, they will be treated as dangerous, unpredictable and untrustworthy.
And rightly so! |
Spinstorm Dancers
Spinstorm Dancers are Gagarthi shamans, typically former Kolati who have embraced
outlawry. Gagarth's is not an animist tradition, so they are practising misapplied
worship. However, their ability to draw upon the power of the Wild Huntsmen and
Gagarth's whirlwinds make them especially feared and formidable - not least because
their departure from Kolat's path often leaves them and their fetch equally deranged
and scarred by their former god's spirits of reprisal. Even by Gagarthi standards,
Spinstorm Dancers tend to be bloody-handed and unpredictable. Their rituals involve
chilling shrieks and howls, the thunder of drums and the wail of bone pipes,
and reckless, whirling wind-dancing.
| Entry Requirements: |
Be outlawed or break taboo. |
| Physical Abilities: |
Ride, Spear Fighting, Maintain Pursuit. |
| Mental Abilities: |
Bully, Taunt, Boast, Command Hunt Pack, Resist Authority, Spinstorm
Dancer Tradition Knowledge, Spirit Combat. |
| Traditional Spirits: |
Wind Spirits, Storm Spirits. |
| Special Spirits: |
Wild Huntsmen (the spirits of Gagarth's henchmen provide an
appropriate skill or trait, or they may be used as Passion Spirits with such
characteristics as Uncontrolled or Violent and unleashed to try and possess a
victim). |
| Spirit Allies: |
Storm Spirits, Hunting Hound Spirits. |
| Fetch: |
Wind Spirit, often now Wild. |
| Secret: |
Create the Spinstorm (Ritual magic. Binds the spirit of a foe
the Spinstorm Dancer has recently and personally killed to create a Whirlvish.
It must be cast over the body of a foe killed within one day: if the shaman
defeats the spirit of the victim (which has a Might equal to the most
appropriate skill, trait or magic ability), then the Whirlvish is created.
The Whirlvish has no memory of its previous life, or any real intelligence -
just a vengeful desire to wreak havoc. If the shaman achieves a Marginal
Success, the Whirlvish may attack its creator. On a Minor Success, it will
leave. On a Major Success the shaman may set it some simple task or
direction in which to go. On a Complete Victory, it is bound to the shaman,
who can give it orders while it is within shouting distance. Freeing a
spirit turned into a Whirlvish is a formidable task, requiring otherworldy
magic). |
Gagarth in Prax
The wild folk of Prax know Gagarth: his vicious whirlwinds scour the Wastes and
his roving bands of outlaws are yet another challenge to those who follow the Way
of Waha. Like the Spinstorm Dancers, his Praxian worshippers treat Gagarth as a
spirit, and thus also practice misapplied worship.
| Physical Abilities: |
Ride, Mounted Combat, Spear Fighting, Maintain Pursuit, Endure Sandstorm. |
| Mental Abilities: |
Bully, Taunt, Boast, Resist Authority, Spirit Combat, Gagarth Tradition
Knowledge. |
| Traditional Spirits: |
Whirlwind Spirits (typical spirits include Whirlwind Spear, Blow
Storm, Dust-in-Eyes, Whirling Leaper and Howling Wind)
Hunter Spirits (typical ones include Find Trail, Follow Trail and
Ambush)
Outlaw Spirits (such as Spit-on-Waha, Poison Water, Ignore Commands) |
| Special Spirits: |
Wild Huntsmen as above |
| Spirit Allies: |
Outlaw Spirits. |
| Fetch: |
Whirlwind Spirits. |
| Fetishes: |
as above. |
| Secret: |
Create Lost Wind (As Create Spinstorm, above). |
Whirlvish
By Jamie 'Trotsky' Revell
Stats: Abrade 10w, Spirit Combat 15*, Fly Fast 12, Frenzied Hatred 5w
Distribution: The Wastes
Habitat: Open terrain
Gagarth is an evil storm spirit, the source of senseless violence, worshipped only
by outlaws and kinslayers. It is said that he wanders the Sartar and the Wastes,
accompanied by the souls of deceased worshippers, and that he seeks to destroy any
sentient being he encounters. Normally, only those lost and alone, far from their
kin, will become his victims. But when they do, their souls are bound into the
dust-storms that Gagarth creates, so that they become the malevolent beings known
as whirlvishes. Whirlvishes may also be deliberately created by Gagarthi shamans.
Like elementals, whirlvishes are spirits that take physical form, in this case
constructed from stinging clouds of whirling grit and dust. They are mindless,
animated only by an insane hatred of living things.
Combat Tactics: Whirlvishes attack any sentient being they encounter, and
seek to destroy them. They blast the victim with sand and grit, until nothing
remains but a skeleton scoured clean by the wind. A person wholly encased in thick
cloth, armour, or other protection may delay this fate, but the only way to avoid
it is to slay the whirlvish. Even magical protection spells are worn down by the
evil winds, and cannot save the victim.
Fortunately, the physical body of a whirlvish can be disrupted like that of an
elemental, so that normal, physical, damage will affect them. However, the
whirlvish will also assault its victim mentally, and bombard them with sensations
of hatred, pain and loss. If the victim succumbs, they will be unable to act, and
the whirlvish will surely slay them. To reflect this, the Narrator should augment
the being's Abrade attack with its Spirit Combat ability. Because they are not
especially large, whirlvishes can only attack one human-sized target at a time.
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