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). |
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