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Gagarth's Wolves

By Mark Galeotti

"Old world or new -- what do we care?"

The Orlanthi are no strangers to violence, from sheep raiding to kinstrife, but this violence generally takes place within a clear cultural context. There are traditions and understandings, which keep the violence controlled and accepted. Nevertheless, there are those who turn their backs on these traditions, and revel in violence and pillage for their own sakes. A few of these outlaws and bandits, cast from their clans and steads, turn their backs decisively on their past, dedicating themselves to Gagarth, the Wild Hunter. Known also as the Most Wild Wind, he is an insatiable hunter, raider, and bully, the rootless and destructive Whirlwind that scours the land, uproots plants, and leaves nothing but desolation in its wake.

The name of Bornkar the Fallen is still one that mothers of the northern tribes use to frighten their children to bed, or muttered by the gray-beards as an example of how overweening pride brings its own destruction. Once Golden Bornkar, weaponthane of the Bachad Tribe, he was charming, deadly, and destined for greatness. Yet, there was a hole in his heart, and such virtues as generosity, obedience, and mercy were strangers to him. When denied leadership of the clan, the blood-thirst took him and he cursed them all and vowed revenge. He embraced Gagarth’s worship and gathered around him Bornkar’s Fallen, a motley band of outlaws -- Gagarthi, kinslayers, oathbreakers, deserters, and renegades. Eventually (and ironically), he died not in battle but thrown by his horse. His warband lost its organization and coherence, becoming a loose brotherhood of outlaws. Occasionally, a powerful leader gathers and leads all of the Fallen, but most of the time they exist as scattered bands of between ten and fifty renegades. A few still dream one day of returning to Orlanthi society (albeit rich and powerful). Most are content to drift from region to region, in Sartar but especially the Far Point region, living a life of hunting, raiding, and occasional killing-for-hire. One of Bornkar’s lieutenants was No-Nose Gudnos, whose band, "Gagarth’s Wolves," became one of the most infamous of Bornkar’s Fallen.

Form: Band of outlaws in Sartar and the Far Point.
Cultural Context: Especially hated bandits.
Ideology: "We spit on your laws and take what we want."
Look and Feel: A motley gang of bullies and murderers, forever on the move. They respect no loyalties or limits other than those enforced by violence or fear.
Purpose: For some, the chance to gain the power and legitimacy they think they deserve, but for most just opportunities for plunder and deviltry.
Headquarters: None, as the Wolves never stay in the same place for more than a season, both out of choice and to avoid retaliation for their crimes. The Four Lies Stone near Alone is holy to Gagarth. It is widely rumored that the one-eyed shaman who lives close by acts as a contact and can pass on messages for the Wolves.
Reactions: Overall, the people of Far Point fear and despise the Wolves. However, there are times when they would rather placate than fight them, especially when kinship is involved. They can also be useful, if dangerous allies or agents. The respect in which Gagarthi hold hunting means that they will rarely interfere with a hunter or a hunt, and these are one of the few occasions in which Gagarthi and 'right-thinking' Orlanthi can co-operate and interact. The only exception is the Bachad, who will never regard them as anything but mortal foes.

Resources

Leader: No-Nose Gudnos, said to have the strength of a bear and the heart of a wolf.
Renowned Members: Harli Howl-at-the-Moon, an apostate Odaylan master hunter; Efrik Urainsson, the berserker; Old Chankar, a bloodthirsty shaman, said to have come from Prax, who attaches himself to one Fallen group or another on a whim.
Membership: The Wolves have about 35 permanent members.
Other Contacts: While officially denied, Harvar Ironfist has long had contacts with the Fallen, most infamously when Harvar gathered a force to help him smash Orlanthi resistance to his seizure of power in Alda-Chur in 1611. He made some weaponthanes then, but many, like Gudnos, could not or would not be integrated back into society. They simply took their plunder and scattered after the massacre of Gamla’s Leap. Others remain in his service, however, and are the most feared of his henchmen and enforcers. Cynics suggest that Ironfist sometimes hires the Wolves or other outlaw bands to kill and raid his enemies.

Organization

The Wolves themselves have little real organization: Gudnos is their leader (until someone successfully challenges him), Harli is respected, and Chankar is feared. The Fallen as a whole represent only a minority of all the bandits of Sartar and the Far Point, but probably number 300-400, divided amongst a dozen bands. Urelos Kin-slayer, once of the Amad Tribe, is the most infamous of them all, and the leader of the Kin-Slayers band. Kerunos Harvar’s-Dog is the most important of the Gagarthi still in Ironfist’s service, commanding a small force known as the Grey Spear. Occasionally, a powerful leader or the promise of fine booty may unite many gangs, but these alliances tend to fall to internal disputes sooner rather than later.

Members of the Fallen tend to select themselves by being cast from society and accepting their new lives as outlaws and raiders. They need not dedicate themselves to Gagarth -- only about a quarter do -- but they all join Gagarth’s Hunt on the Winds Day of Disorder Week in Dark Season. Then, the baying outlaws summon tornadoes, raid Bachad steads, and pursue lone travelers.

Fights among members are common, although rarely to the death, but so are many other ways of testing and undermining others, from vicious practical jokes to games of chance and boasting. The Wolves have no honor -- the closest to a code they have is their respect for hunting and their fear of Gudnos.

Membership Keyword

Membership Requirements: Gudnos chooses who may join the Wolves, and will generally expect to see proof of their outlawry, fighting mettle, and brutality. Members must constantly prove themselves and their position within a gang’s pecking order.
Mental Abilities taught: Bully.
Typical Personality Traits: Cruel, Violent.
Magic: As outlaws, many members will have lost all or some of their Orlanthi magic, although some members retain worship of the Orlanth Pantheon or Praxian Tradition. Anyone willing to aid the group in their rapine and plunder would likely be accepted. Heortlings who turn to Gagarth usually worship him as a god, but may acquire one-use fetishes from Wild Hunter shamans.

Guardian Being

Bornkar still haunts and supports the Fallen, and is resident in his skull, which Old Chankar keeps. So long as members of the Wolves (or any other Fallen gang) have the skull and maintain Bornkar’s restrictions, they gain the benefit of his presence as their guardian spirit.

Method: Emanation.
Form: Painted, carved, and pierced skull.
Membership Requirements: Raid the Bachad Tribe at least once per season, observe Gagarth’s Hunt.
Awareness Function: Detect Ambush 16.
Blessing Function: Tireless Pursuit 18.
Defense Function: Resist Orlanthi Magic 20 (members who convert to worship of Gagarth can use this power to withstand Orlanth’s agents of reprisal).

 Latest revision: 7 August 2001, new
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