Sartar

From: martin <102541.3423_at_compuserve.com>
Date: 27 Sep 95 16:26:50 EDT


This is my attempt at the Sartar Cult, done after reading KoS. Joerg Baumgartner pointed out, quite correctly that I'd forgotten the wall building magics that Sartar used and also I had not emphasised his role of peacemaker and compromiser. Having thought about it, Joerg is right but for now here it is, gratuitous slander welcome!

The Cult of Sartar
Martin Laurie, 1994

Mythos and History.

The story of Sartar's rise to rule was dominated by his ability to change his surroundings into new forms that aided his adopted people. His magic stemmed from his mastery of the change, or mobility rune. This was learnt gradually but initially Sartar recieved his first insights to the secrets of change in the Mastakos Sacred time rituals, in the Volsaxi lands who hold the Charioteer dear.

His gradual formation of a Kingdom was a great achievement and it earned him great support and spiritual wellbeing from his followers. The irony of Sartars apotheosis was that the changes made by his followers brought the ultimate changes in himself. This is the secret that Sartar teaches to his initiates; that the greatest changes are not those of the self but those of society.

With the fall of the Kingdom of Sartar to the Red Moon the Flame of Sartar lies unlit. His legacy of tribal cooperation has been broken by the devisive policies of the Lunar Provincial Government. No longer do the Princes of Sartar direct a unified state. The Quivini, the AldaChuri, the Kerofini and the Volsaxi all follow their own warlords against the rules of Sartar. The Lunars claim that Sartar is dead and that his Flame will burn no more. Sceptics say that if this is the case why have the Lunars been unable to sucessfully remove the Sartar temple in Boldhome?

The Cult Runes are Mobility, Mastery, Magic with a strong Harmony connection.

Cult Ecology.

At its peak the cult was the city cult of Boldhome and the cult of Princes. All the tribes had a priest of Sartar as an advisor who was usually a priest of Orlanth Rex as well. The Sartari Princes were all initiates of the cult at least. The priesthood were experts at bringing change and opening peoples minds to new possibilities.

The cult now exists to reunify the Kingdom of Sartar. Its followers are scattered and are unable to worship at their Temple in Boldhome due to Lunar restrictions. However there are a number of shrines to Sartar in Prax and the Holy Country and his few surviving priests say that they have spoken to him many times. His anger at Lunar outrages to his line and his lands has spurred many of his followers to invoke his powers but still the Lunars remain. Until a suitable Heir is found the cult seems likely to remain the preserve of wanderers and freedom fighters.

Initiate Status.

The cult has few initiates, the majority are members of the Royal Clan and their immediate household. Initiates are known as Sartari in most tribal circles and are considered experts on the change inherent in the Orlanthi way of life.

To be an initiate a candidate must be either born a member of the Royal Clan and prove bloodline links to Sartar himself, or achieve recognition serving the Kingdom of Sartar in some way that emphasises Sartars' virtues and life. The candidate must vow to serve the kingdom of Sartar for the rest of his/her life and to defend the sacred trust of Sartar from all enemies.

It costs 1 point of POW to join. The candidate must attend Sartars flame and attempt a test of worthiness which is abstracted as a POW x 3 test. When the flame is out there can be no new initiates with full access to the cult mysteries.

The benefits of initiation are the gaining of wisdom in the use of change to alter the world and the social status of being in the cult of the kingdoms founder. In tribal politics this counts for a great deal. The initiate may also sacrifice for one use Rune Magic.

Spells available. Mobility, glamour, disruption, coordination, dispel magic, shimmer.

The priesthood.

To be a priest of Sartar the candidate must have been an initiate of loyal service and good standing for 3 years. They must have a ceremony skill of 90%. They must speak Sartarite and Stormtongue at at least 80% and have at least 15 points of one use Rune Magic.

Priests of Sartar are the masters of change and renewal. They strive to reach the hights of perfection that Sartar reached by changing the world about them as well as themselves.

Standard Rune Magic. Sanctify, warding, worship Sartar, divination, mindlink, spirit block, dismiss magic.

Cult Rune Magic. Material Change, Greater Change, Dissolution, City Harmony.

Associate Cults

Orlanth. Provides Shield and Cloud Call
Mastakos. Provides Teleportation
Chalana Arroy. Provides Heal Body
Issaries. Provides Greater Market(Moot)

Special Cult Rune Magics.

Material Change 1 Point.
Ranged, Instant, Stackable, Reusable

This spell affects 6 enc points per point of any non-sentient material object. More than one object may be targeted by splitting spell points. However, all of the object being affected must be covered by the spell or else it will not work. The object can be changed by the spell caster into whatever object he/she desires. The new form may be smaller than the original object by any degree but not bigger, by volume or mass.

Greater Change 3 Points
Ranged, Instant, Stackable, Reusable.

This spell is similar to Material Change but it allows the changing of sentient beings and spirits. The spell affects one being, regardless of size or power. By stacking the spell an increased number of targets can be engaged at once. The POW of the target must be overcome in a POW vs POW struggle and if it is then the caster can determine the change. A sentient being will still be sentient and a spirit will still be a spirit. Intelligence and POW are not affected by the change but the form and attitudes of the target can be changed on the casters whim. The change is permanent and can only be affected by divine intervention if it is used on the first day of the change. After that nothing can be done about the change.

Dissolution 3 points
Ranged, Instant, Non-Stackable, Reusable.

This spell is a deadly attack spell which causes such internal change in its target that extensive damage is caused. The caster must overcome the opponents POW. Once this is done the spell hits 1d4 locations for 3d3 disruption damage in each of the locations. The locations are randomly diced for on the missile hit location table and the same location can be hit more than once.  


End of Glorantha Digest V2 #135


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