Arin the Smuggler

From: Loren Miller <loren_at_wharton.upenn.edu>
Date: Tue, 26 Mar 1996 11:12:52 EST


I don't think that Arin was ever sent to any of the lists. Here it is, thanks to Nick.Davison_at_nri.org (DAVISON Nick) for sending it my way.

Subject: Cult of Arin (ah-Rin) the Smuggler by Steve Maurer

Cult of Arin (ah-Rin) the Smuggler

    Arin was born in the Dawn Age, after the Great Darkness fled. Legends say he began life as a lowly human peasant, but through perseverance, bravery, guile, and luck, he achieved great status in the eyes of both men and gods. His favorite god was Issaries, and as his servant, Arin travelled to many lands seeing the destruction the Gods war had caused. He found many people in need of things, which were easily available elsewhere, and arranged to trade them, from which he profited handsomely.

    Yet as the years wore on, old suspicions began to re-emerge between tribes, nations, and races. Memories of past conflict flared, and greed began to sway the minds of rulers. So each time Arin travelled back and forth to trade, he found some people less agreeable to him, and more of his goods being taken from him by soldiers and servants of the rulers. Finally, some nations outlawed his visits entirely, since he dealt with their enemies, and sold goods which were strange and potentially unwholesome. In many places worship of Issaries was outlawed, and Arin's temples to the trade god were torn down.

    In desperation, Arin went to the great city of Nochet, which stands to this very day, and called his servants and partners to him. At his urging, they all called to the gods, how the hatred and greed were causing great harm to the world (though it must be said that Arin was no stranger to greed himself), and that the gods should show a sign that this would not be tolerated. Despite many prayers, no sign occurred.

    Arin left the city, and fled alone into the wilderness. Many thought he would die, for in those days, Chaos was much stronger than it is today. Instead, Arin met an Imp, who offered him Trade. Most believe that the Imp was the Trickster, but Arin did not question who he was. He did not ask how the Trade was obtained. Nor did he question the blessing either, even though the Imp had obviously infected Trade with other runes as well. Instead, Arin took the blessing, and used it to travel to the places he had been outlawed, and Traded secretly. He gained much wealth this way, but his new methods made him fall from grace in the eyes of Issaries.

    It is said that later in his life, Arin traded things which should not be touched, such as Chaos. However, these rumors are scoffed at by others, who point out that the rulers Arin defied had no love for him, and must have lied to sully his name. These rumors persist however, so perhaps they have some truth. Eventually, Arin died, but the power he gained did not. Those who worship him can still gain his blessing, and through his cult, he has joined the ranks of the immortals.

Cult Ecology

    Arin is the god of forbidden trade, the only alternative when Issaries has lost his power. His cult exists in nearly all of Genertela, and has spread to Pamaltela, and the East Isles as well. Other pockets exist in other areas. Arin cultists deal in items which are stolen, outlawed, purchased from unsavory creatures, or too heavily taxed. While it is a criminal cult, it often enjoys great respect, being popular everywhere the region's rulers aren't. Arin's runes are Trade, Illusion, Mobility, and Disorder.

    As befits a disorder cult, the appearance, organization, and membership of Arin worship varies widely from region to region. In some areas, it is worshipped by unscrupulous merchants who fence the stolen goods of thieves. In others, the cult has large secret temples who constantly battle for smuggling "turf" which result in many innocent deaths. Some Arin cultists sell troll and chaos goods. And in Sartar, the cult of Arin is wildly popular, as it is intimately connected with the resistance movement, evading Lunar taxes, and providing weapons and armor to those willing to use them against the invaders.

    Due to its widespread (though secret) worship, the cult of Arin is able to provide considerable magical service to its members, despite being started by a mere mortal. Cynical scholars have suggested the cult is really too powerful to be mortal-born, and Arin is in reality just an avatar of the Trickster. Others say instead that Arin represents the dark side of Issaries. Whatever the case, the cult is able to support a full priesthood.

Laymember

    enrollment:	Varies; usually free - Issaries initiates cannot join Arin
    Tithe:	Varies; usually 50% of income (to initiate)
    Benefits:   Employment (upper middle class)
    Spells:	Varies; usually all standard (standard prices)
    Skills:	Attack, Parry, Bargaining, Conceal, Bribery, Hide, Spot,
		Evaluate, Disguise, Fast Talk, Administrate, Listen, Scan,
		Speak Language, Track(to throw off tracks), Boat, Drive, Sail.
    Leaving:	Cultists are free to leave


Initiate
    enrollment:	Varies; usually standard POW/CHA test (1 POW on acceptance)
    Tithe:	Varies; usually 50% of income (to priest)
    Spells:	1/2 Price: Befuddle, Mobility, Silence
    Skills:	Laymember skills are at 3/4 price.
     Selfless Charity
    Restriction: Initiates are forbidden to ever give away something for nothing.
		They may not attack cultists in higher standing, except on
		orders from others of higher standing.


Rune Priest
    enrollment:	Normal: Initial 18 POW/ (INT+CHA) as % + 1/100L; 1 try/year
    Tithe:	50% of income (to high priest)
    Runespells:	All Standard to 4
    Special:	Speed, Launder, Conceal Door, Trade Curse
     Selfless Charity

    Restriction: Priests are forbidden to ever give away something for nothing.

High Priest

    enrollment:	Varies; a position opening (sometimes by murder)
    Tithe:	50% of income (to bribes, lawyers, temple services, etc)
    Runespells:	All Standard to 4
    Special:	Speed, Launder Item, Conceal Door, Trade Curse
     Selfless Charity

    Restriction: High Priests have no restrictions.
    Speed                                    Cost -- 1 POW Point
    Range - 180 Meters                     Duration - 15 minutes
    Stackable to 4                                      Reusable

	This increases the  recipient's movement to 4x, 8x, 12x,
    or 16x move, and also renders the recipient immune from the     effects of both Binding or Mobility. Movement faster than     x4 over rough terrain requires a Running roll.
    Launder Item                             Cost -- 1 POW Point
    Range - Touch                           Duration - Permanent
    Nonstackable                                     Nonreusable

	This spell "cleans" an item of its magically discernable
    history. The object is given a new "name" by which it will     then be identified. Neither divination nor the Lhankor Mhy     Knowledge spell can probe the item's history before this     renaming, nor will divinations cast by people who only know     the item's old name be able to determine where the item now     is. Memories of the item are not affected, of course. This     spell does not work on objects which contain spirits.
    Conceal Door                            Cost -- 2 POW Points
    Range - 180 Meters                        Duration - Special
    Nonstackable                                        Reusable



	This  spell causes the  edges of any compartment, hatch,
    door, or trapdoor to disappear, concealing its presence. It     does not mask differences in material, so to get a perfectly     concealed door, it must be cut from one panel. A door which     is concealed this way can only be seen by the caster. Only     on a critical Search will reveal the the door's presence. A     Conceal Door spell cannot be detected by magic. It lasts     until the door is opened.
    Trade Curse/Blessing                    Cost -- 4 POW Points
    Range - Touch              Duration - 1 Day ritual/Permanent
    Nonstackable                                        Reusable

	This spell allows two willing recipients to trade curses
    or blessings applied to them by the gods. A geas is a curse     for purposes of this spell, as are reprisal spirit attacks,     or other curses or vows. Blessings are any special power or     skill granted by a god. Since it is highly sacrilegious, a     Trade Curse/Blessing is shielded from the gods eyes. Gods     can still be informed if fellow cultists notice a recipient     not following his geas - and the offending cultist will be     visited by a spirit of reprisal. It is not necessary for a     trade to be fair (or even one party to trade anything), but     all parties must be entirely willing and know what they are     trading - though not necessarily fully understanding all the     implications. Trade Blessing will allow allied spirits to     be traded away, but only if the spirits are willing as well.     Minimum cost for a third party casting of this spell is at     least 5000L, and is usually higher.

Allied Spirits

    As perhaps befits a god who trades what should not be traded, the Arin cult offers no allied spirits, but instead purchase them from other cults in desperate need of cash. The only cult which agrees to this on a regular basis, is the Three Feathered Rivals, who awaken Magpies. An approach to other cult must be handled as part of a game session (with a large possibility of immediate attack). Even when successful, Arin priests pay a minimum of 10,000L for the right to gain their allied spirit. However, there is no need for high cult status in Arin, so even junior priests (acolytes) who have the cash can buy such an allied spirit. The allied spirit is transferred via the Trade Curse/Blessing runespell.

Magpie

    STR 1d2

    SIZ 1d2      HP 7
    CON 2d6      Bite  45% / 45%   1
    INT 2d6+9    Move 10"

    POW 3d6+6 Defense: 30%
    DEX 3d6+6
    CHA 2d6

    Magpies are especially favored because when awakened, they can speak. They are also highly intelligent and quick.

Selfless Charity

    Those who betray Arin are attacked by the spirit of Selfless Charity, a spirit with a POW of 2d6+12. The spirit will attack the reprobate 1 round for minor offenses (giving away something), 5 rounds for major offenses (failure to worship), and until the cultist reduces it to less than 4 MP if the cultist attempts to leave the cult. It always attacks by surprise, usually when the cultist has lowered MP for other reasons.

    Each MP lost by the cultist in spirit combat results in a 1d6 gain in Selfless Charity. If the cultist ever becomes fully possessed, his Selfless Charity percentage will be increased to 100%. A cultist with Selfless Charity must miss the skill for each item he acquires, and if his percentage in Selfless Charity rises, he must roll for every item he possesses. If the unfortunate makes the roll, he is prompted by an overwhelming inner guilt to give the item away to some poor soul worse off than he is. Arin cultists who get too high in this skill quickly become saintly beggars, living in rags and eating discarded refuse lying around on the street.

    Cultists who are truly sorry for offending Arin, can get rid of some of their Selfless Charity if they are able to persuade some other sucker (err.. customer) to accept it. Typically an idealistic young healer or student is sought. A Trade Curse spell will transfer 4d6 Selfless Charity per casting.

End of Glorantha Digest V2 #454


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