Heortling Guerilla Band Outside the Walls

From: Chris Lemens <chrislemens_at_...>
Date: Tue, 16 Mar 2004 17:48:33 -0800 (PST)


Tumult and Tempest

�The new world is coming and we will give it refuge.�

Tumult and Tempest was formed by two brothers, Harran and Argrand, who originally initiated to Varanorlanth as boys. After their parents were killed in a massacre following the Righteous Wind Rebellion, Harran�s heart hardened to a thunderstone and he devoted to Hedkoranth, while his brother felt the stoked the fires of revenge and devoted to Yavor. Harran is implacable and determined; Argrand is fiery and fickle. Together, they gathered like minded men, led them into the wilderness, and began ambushing Lunar supply lines and raiding isolated outposts.

Common Names: Sound and Fury

Form: Skirmishing bandits

Cultural Origin: Heortling.

Cultural Context: Heortling guerillas.

Ideology: �Fight and run to fight again.�

Look and Feel: Dedicated traditionalist barbarians, confident in their conservative ancient lore. They wage a guerilla war from the wilderness.

Purpose: To liberate all Orlanthi lands from the Empire, starting with the countryside.

Headquarters: None. The select targets deep in the countryside and, between raids, rtire to the deeper wilderness.

Reactions: Few Sartarites have heard of Tumult and Tempest; those that have are mainly hunters. They are officially outlawed by the Lunars, who view them as pests. They have frequently attacked lunar sympathizers. Many of their members have been outlawed by their clans, often with reluctance.

Resources

Leaders: Harran is implacable and determined; he decides the strategy and when to retreat. Argrand is fiery and fickle; he leads the men in battle.

Renowned Members: Hralgain Cloudfeast, a Vanganth high-flyer, known for the drunken feast he once held 100 feet off the ground, leader of the band�s small group of flying scouts. Haldele Dundealing, an Enferalda Supporter, known for leaving her kin among the Pol-Joni to find someone to avenge her tribe, leader of the half-dozen women in the warband. Faltikus the Cat, a Yinkini heroquester who spied in Yelm�s hall for Vingkot and fought Kaarg along side him.

Membership: In 1619, there are 31 full members of Tumult and Tempest and 22 other members who travel with it. The full members constitute the main strike force of the warband; the others are scouts, hunters, healers, and other specialists.

Other Contacts: Tumult and Tempest try to avoid direct contact with large steads, though they frequently send small groups to contact isolated hearths, mainly to trade for information. They never ask hospitality from Orlanthi clans because it would endanger their hosts. They do ask free passage through Orlanthi clan lands, but usually do so in a way that Orlanthi can later claim they had no choice but to allow.

Organization

Tumult and Tempest is a permanent formation, staying together in one group. Members of the warband have accepted the discipline of Tumult and Tempest in order to fight the empire. They are strictly skirmishers � they will never fight head to head with a main force. They carefully select a target, attacking it, and then quickly moving far before attacking again. They typically spend significant time resting, healing, and hunting in a wilderness camp between raids. They intend to make the countryside that the lunars confine their activities to the cities. Their strategy is to spread their attacks geographically, so that the lunars� strategy of garrisoning troubled areas does not affect them and so that they seem like a greater threat than they are. They have a high number of hunters in their midst, allowing them to live in near self sufficiency in the wilderness.

Membership Keyword

Membership Requirements: Only worshippers of the Storm Pantheon may join the warband. Members must swear to obey the leaders in a fight and to never fight to the finish. Members must generally give up their ties to their clan, since they will be traveling far.

Mundane Abilities taught: Ambush, Sling, Javelin, Run, Wilderness Survival.

Typical Personality Traits: Disciplined, Hate Lunars.

Magic: To be a full member, the member must devote himself to Orlanth Thunderous and learn Hedkoranth�s Hurl Thunder Stone feat and Yavor�s Throw Lightning Javelin feat.

Meigh (Guardian Being)

Meigh is the divine son of Orlanth and Iphara, conceived when Iphara hid him from his enemies. When the Darkness came, Meigh led his mother�s people into the forests and highlands and other wild places. He would whisper of approaching enemies and conceal his people in ambush or escape. The only price for his protection was obedience to his commands when danger threatened. He never let his mother�s people fight to their own deaths, so most of them survived. These spirits are seen in the fogs over ponds and streams in the highlands of Dragon Pass. When the Sun rose, his kin hid themselves, but he had no fear.

Method: Archtype.

Form: Bank of mist.

Communication: When Meigh whispers to Harran or Argrand, water condenses from the air, forming a areas of dense mist.

Unusual Requirements: Never fight to the finish; follow orders in a fight; show no fear of sun-worshippers.

Awareness Function: Sense Enemies.

Blessing Function: Ambush.

Defense Function: Evade Pursuer.



Chris Lemens

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