Hero Wars

Hero Wars
  Fan Material
Glorantha
Issaries, Inc.
Market Place
Tribes
Library
News

Disorder Rune

Copyright © 2000
Issaries, Inc.

Lanbril, King of Thieves

By Mark Galeotti and Ian Thomson
Acknowledgements: 'Pavis and the big Rubble' (Moon Design, 1999)

Note! This is a fan contribution. The information may be contradicted by official material.

Lanbril was a son of Grandfather Mortal, who was rejected as inferior because his father was the first to be slain by Death. Lanbril became enraged, and studied the ways of deceit, perfecting the techniques of seeming not to be doing what he was actually doing. Lanbril chose physical skill and covert manipulation over magical abilities, but also stole magic from other gods, as well as inventing some of his own.

His cult is fragmented and changeable. Lanbrili organise themselves in loose 'rings' under one or more dominant leaders. Within the ring, they are expected to obey orders, tithe their criminal earnings to the communal kitty (used to bribe officials, get members out of prison, etc), and may never reveal cult secrets to outsiders. Of course, if you can get away with not admitting to ill-gotten gains, challenging a leader or informing on a rival ring, then so much the better, as Lanbril thrives on intrigue and deceit.

For example, in Pavis there are several separate thief gangs, each co-ordinated by a solitary Priest and often also several Devotees known as Lieutenants. The gangs are rivals, although violence for its own sake is not encouraged by the Cult, which values more subtle skills far more highly. Consequently the gangs try and outwit each other more than outfight each other, and although beatings are fairly common, murders and maimings are rare. The exception to this rule is seen in the fate of those who betray the cult.

Lanbril crafters include the creators of bizarre mechanical devices such as the 'Thieves' Helper' (a long stout staff that telescopes into a pegged climbing aid), and designers of alchemy devices (such as smoke bombs and sleeping powders). These crafts are considered cult special lore, and betrayal of such secrets results in excommunication, and usually execution.

Entry Requirements: Invitation only, although this can be sometimes encouraged by impressing current cult members by ostentatious acts of thievery. One must already evidence proficiency in a skill, or skills, considered valuable by the cult (otherwise you will not be contacted). Almost all Initiates are elevated from the ranks of cult supporters amongst the local petty criminals.
Mental Abilities: Convincing Blather, Evaluate, Know Mechanism, Speak <Local> Thieves' Argot*
(*The local 'Argot' is not a distinct language, rather a street slang intermixed with specific Thieves' jargon. Consequently a streetwise local will understand a fair proportion of such communications, but miss out on most of the key points.)
Physical Abilities: Close Combat (Dagger), Disguise, Feign Death, Foil Restraints, Locksmith, Mimic Voice, Run Fast, Shadowing.
Affinities: Master Thief (Cling to Surface, Flee, Nimblefingers, Open, Sense Magic)
Deceiver (Conceal Object, Face in the Crowd, Forgetfulness, Hide Truth, Pass Without Trace)
Other - Depending on the specific local ring, reflecting their aspect of Lanbril. This third option will not always be an affinity, but may be a special single Feat, or a technical skill such as alchemy. It will generally be expressed or acquired through a local thief hero:
"Eroya the Shadow" (much of the eastern shore of the Oslir), the celebrated black marketeer, renowned mistress of: Wheeling & Dealing (Find Goods, Haggle, Launder Item).
"Bruised Knuckles" (urban Kostaddi), the enforcer and protection racketeer, whose criminal empire was built upon his ability to: Intimidate (Big Shout, Break Stuff, Menace).
"The Clockwork Godfather"(Pavis), a fabled alchemist and petty technologist who produced weird and wonderful Thief's Gadgets: Make Thief's Gadget - a single feat which is always improvised, with a penalty based on the power and difficulty of the item in mind.
Secret: Steal Feat. Ritual magic: the thief steals or cheats from the victim something which represents the affinity sought after (such as a sword for a weapon feat), and uses this later in a ritual that is essentially a less charged version of a Lanbril heroquest. Success against the victim's rating in that feat means that the thief has stolen a single use of the feat. It is lost to the victim until the thief uses it or the victim spends a hero point to regain it (the Lanbrili in this case does not lose the feat). The thief uses the feat at the original owner's rating. The thief may alternatively use a stolen feat to neutralize one attempt to use this feat against himself. (Thus, if Pericutus the thief steals one use of 'Force Truth' from a Lhankor Mhy lawspeaker, he may choose to use it for himself or retain it as a useful counter next time he is being interrogated!)
Worshippers: Lanbril is the Cult of the criminal underworld in human societies. He is the deity to whom thieves and other lawbreakers may turn for concealment and improvement of skills. The stronger the social order, the better the chances for the Lanbrili. Cult members are not just simple thieves, but also include look-outs, specialist craftspeople, smugglers, itinerant traders, and con artists of all descriptions.

In all but the largest cities, individual Thief Gangs have comparatively few Initiated members or Devotees, as large gangs are easier to infiltrate and uncover. (A gang will restrict itself to a size easily concealable amongst the general populous.) Many supporting segments of Cult operations are allocated on a fee-paying or profit-sharing basis to the local low-lives (some of whom hope one day to become fully-fledged cultists). Outsiders will find it very hard to join a thief cult purely to gain skills or specialist magic.

Other Side: Lanbril's hall is hidden beyond knowledge even of his own cultists, although each will learn of one of the secret ways to get there. These hidden pathways lead all around the other planes, and there are few places that a Lanbril Hero cannot reach.
Other Connections: Lanbril trusts no-one, even inter-gang co-operation is rare other than in very large areas where the pickings are substantial. From time to time alliances are formed with the Krarsht Cult, however most thief gangs wisely avoid this almost surefire route to chaos and being taken over by the Krarshti. In certain locations propitiatory worship of Krarsht provides a satisfactory, if not desirable, buffer from the power of the Chaos Maw.
Disadvantages: Proven membership in the Cult of Lanbril is commonly punishable by execution or mutilation. Truth Cultists take extreme offence against Lanbrili, and of course members of any cult will pursue thieves who steal their goods.

 Latest revision: 20 Aug 2000, new
Core Runes