St. Orlanth (2)

From: Nikk Effingham <wal_at_eff.u-net.com>
Date: Fri, 28 Feb 1997 21:07:39 +0000


VI. Priest (Orlanth Thunderous)

This sub-cult is accessible only to members of the Wizard Caste, although one need not be a sorceror, in fact due to devotion to religious dutires, very few are. They are the leaders of the spiritual welfare of the people in the eyes of the Saints and the Invisible God. They are revered everywhere, and are commonly found using their magics to summon the neccessary weathers for the country.

A canidate for membership into this sub-cult must pass tests in Speak Stormspeech and Sword Attack plus two of the following; Hide, Jump, Listen, Orate, Read/Write Stormspeech, Scan, any other weapon attack, any weapon parry.

A canidate for priesthood must had 90% in Sword Attack plus 90% in any two of the skills given above. The canidate must also prove themselves virtuous in accordance to Orlanthi Law, and there must be a need for a new priest. Orlanth Thunderous Priests are known as Storm Voices. They may undergo a rite that gives them the chance to gain an allied spirit. In return they gain access to more sorcery, re-usable Rune Magic as given below, Divine Intervention and the cult will support them and, if captured in battle, will have their ransom paid for them. They gain 100 hours free training in cults skills and/or sorcery, but in return must support the Church, the Lands around them, initiate new members and excomunicate the old. Many priests are given small dioceses to rule over outside of the city boundraries.

Preferred allied spirits are Shadow Cats or Ravens. In general all Storm Voices are highly regarded. They must devote 90% of their time and income to the Church.

Common Rune Magic: All.
Special Rune Magic: Bless Thunderstone, Call Sylph, Cloud Call, Cloud Clear, Command Sylph, Decrease Wind, Enchant Silver, Increase Wind, Thunderbolt, Wind Warp.
Sorcery: Bless, Curse, Divination (Orlanth), Enchant Silver, Neutralize Enchantemnt, Strengthning Enchantment, Summon Sylph. Subservient Cults: Drogaris, Heler, Mastakos, Voriof, Yinkin. Associated Cults: St. Chalana, St. Ernalda, St, Eurmal, St. Goldentongue, St. Lhankor Mhy.

VII. Rune Lord-Priest (Orlanth Four Weapons)

Orlanth Four Weapons is the adventurer, warrior and slayer of the Emperor and his evil Chaos Tribe. He is the aspect associated with all of Saint Orlanth's military actions within Godtime.

His worshippers are supposed to follow in his footsteps, defending the weak and pure, and slaying all that is evil. A worshippers life is dedicated to living up to his gods honourable ideals and virtues. A prospective initiate for this sub-cult must pass tests in Sword Attack and four of the following; Climb, Hide, Orate, Ride, Scan, Sneak, Speak Stormspeech, any weapon attack and any weapon parry. Only members of the Warrior Caste may join this sub-cult. They must also possess their own set of weapons and a suit of armour. They are required to spend their cult dedicated time attending to the needs of their people as guards, watchers and adventurers.

A Rune Lord for the cult is called a Wind Lord. They are the epitome of all that is Orlanthi, and embody their god upon the mortal plane. To become a Wind Lord one must have 90% in Sword Attack and 90% in four of the following; Climb, Hide, Orate, Ride, Scan, Sneak, Speak Stormspeech, any weapon attack and any weapon parry. There must be a need for a new Rune Lord at the Temple. All Wind Lords are ordained properly every Sacred Time in a mass ceremony by Surantyr the Non-heretic in Tempest Halls, before this time they may have the benefits of the position, but may not call themselves Wind Lords or attempt to use their position to influence people.

A Wind Lord is expected to lead his initiates in military actions, and most new Wind Lords find themselves engaged in hostilities with the Uz. All underlings are expected to obey a Wind Lord in times of urgency and react accordingly. All Wind Lords are expected to seek glory, adventure and danger.

A Wind Lord gains access to expanded sorcery, the Rune Spells given below as re-usable, 1d10 Divine Intervention and a full suit of iron armour with iron weaponary is given to any Wind Lord in Otkorioni lands, although if it is lost in anything other than the most viscious battles against chaos a Rune Lord is expected to pay for a replacement. A Wind Lord spends all time not adventuring leading his initiates in worshipping ceremonies or training them. They must dedicate 90% of time and income to the cult.

The High Priest of the temple is honour bound to send a Wind Lord on any quest against Chaos or Darkness creatures that a Saint Ernalda worshipper asks for. In return, the Saint Ernalda cult must pay the Wind Lord in either Fertility spells, or merely Fertility. Any Krjalki encountered must be fought. If repelled in battle, it becomes the Wind Lords duty to slay the chaos beast at a later date. If it causes any more devastation due to the Wind Lords inaction then he must make recompense to those injured, so a rampaging chaos beast destroys a farm, the Wind Lord meant to slay it must repair the farm and pay weregeld for the dead. If the Wind Lord was trying his utmost to slay it then those involved normally refuse any recompense. Wind Lords do not have to sing stupid rhymes.

Common Rune Magic: Armouring Enchantment, Sanctify (Orlanth), Summon Sylph, Worship St. Orlanth.
Special Rune Magic: Beserk, Bless Woad, Command Sylph, Enchant Iron, Flight, Shield.
Sorcery: Bless (weapon), Boost (Distance, Perception, Agility, Attack, Parry), Boost (sylph), Evoke Windblast, Palsy, Resist (Death, Poison), Sense (Malice, Undead), Skin Of Life.
Subservient Cults: Heler, Mastakos, Odalya, Four Weapons, Alakoring Dragonbreaker.
Associated Cults: St. Chalana, St. Humakt, Elmal, St. Ernalda, St. Urox, St. Vinga.

VIII. Priest (Orlanth Rex)

Orlanth as the Leader and Saviour of his people, the forlorn man who gave up everything he had for his people and became the King of All Gods, to rule the Universe in his rightful place. This is who Orlanth Rex is. All of the Lord Caste must worship and revere him, and so all members of the Lord Caste are immediatley initiated into this sub-cult.

His worshippers must look after their followers and family members, supporting them as best they can and emobdying all of the virtues of Orlanth. Initiation into this sub-cult is the largest of all sub-cults.

To become a Priest, one must first be a Head of the Family in the region. The High Priest of the sub-cult is the Head of the Family for all of Otkorion. They just also have 50% in four of the following skills; Orate, Any weapon attack, Speak Ralian, Human lore, World lore and Speak Stormspeech. The gain access to the re-usable Rune Magic given below, but the main benefit is that they gain excellent social benefits, no member of the family would dare go against the rule of a Priest of Orlanth Rex. A Priest only has jurisdication over members of his or her specific family.

Common Rune Magic: Divination, Excommunication, Mindlink, Sanctify, Warding, Worship St. Orlanth.
Special Rune Magic: Call Moot, Command Worshipper, Flight, Know Honour. Subservient Cults: Heler, Mastakos, Drogarsi, St. Paslac, Alakoring Dragonbreaker, various Hero Cults.
Associated Cults: St. Chalana, Elmal, St. Ernalda, St. Eurmal, St. Humakt, St. Goldentongue, St. Lhankor Mhy.

IX. Priest (Orlanth Lightbringer)

The part of the Saint that touched the Creator, the mysterious side of St. Orlanth, can be worshipped directly as Orlanth Lightbringer. HeroQuesters and mystics worship this aspect. The worshippers of this mystery cult do not give their secrets out lightly, and initiation into this sub-cult is by invitation only. No tests need be made, only the recommendation of the local Priest of Orlanth Lightbringer. Any caste may have members of this sub-cult.

To become a priest of Orlanth Lightbringer must have 90% in any four of the following; Ceremony/Orlanth, any other Magic skill, Speak Stormspeech, World Lore, Any other lore, Any weapon attack. They must also walk a special HeroQuest path, from which all return changed, some return dead. They have a chance of gaining an allied spirit on this HeroPath, which is bound either into a Shadow Cat or as a disembodied spirit. They may learn any sorcery skill they wish, with no caste restrictions. They need only dedicate 50% of their time to the cult, spending the rest in Caste matters, they must devote 90% of their income to the cult. All priests of Orlanth Lightbringer must have a private meeting with Surantyr within five years of their investment. They gain immense social respect. They must devote their dedicated time to casting rune spells for other HeroQuests and engaging in the ceremonial rites. They must devote all of their time over Sacred Time to rituals and ceremonies. They gain the Rune magic below as re-usable, and access to 1d10 Divine Intervention. They are one of the few who can use spirit magic without retribution, and are the only sub-cult that can use Spellteaching with impunity (spirit magic gained is as per the normal Orlanth cult).

Common Rune Magic: Dismiss Magic, Divination, Excommunication, Extension, Mindlink, Sanctify, Soul Sight, Spellteaching, Spirit Block, Warding, Worship St. Orlanth.
Special Rune Magic: Detect Wyrd, a plethora of HeroQuests and HeroPaths for St. Orlanth.
Subservient Cults: Four Weapons.
Associated Cults: St. Chalana, St. Ernalda, St, Eurmal, St. Goldentongue, St. Lhankor Mhy, St. Humakt.

X. Special Saint Orlanth Rune Magic

The following spells are reproduced in both River of Cradles p.159-160 and Gods of Glornatha p.60; Bless Thunderstone, Bless Woad, Decreas Wind, Flight, Increase Wind, Wind Warp, Wind Words.

Call Moot
1 point
Range 1km, instant, stackable, re-usable This spell sends a signal to all followers of St. Orlanth within the range of the spell. The signal tells the Orlanthi that a meeting has been called, and that they must travel as fast as humanely possible to the temple that has been appointed as the meeting place. The Orlanthi immediatley knows which temple has been appointed, when the meeting will actually take place and the name of the caster. They are not required to respond. An Orlanthi who calls a moot where no-one turns up will face a great loss of honour and respect. The spell has a range of 1km per point stacked.

Call Sylph
1 point
Ranged, temporal, stackable, re-usable
This spell instantly calls a sylph, and it will instantly respond to one command from the caster with no resistance. The sylph will remain until it reaches 0 hp or the duration of the spell expends, even if the sylph is inside a binding enchantment at the time. The sylph will have random statistics and be of a size of one cubic metre for every point stacked in the spell.

Call Worshippers
1 point
Ranged, temporal, non-stackable, re-usable This spell is like any other Command spell, except that it affects worshippers of St. Orlanth and not a specific incorporeal spirit. The spell, if cast by a Priest of Orlanth Rex, will also affect an Eurmali or worshipper of St. Eurmal.

Detect Wyrd
1 point
Touch, instant, stackable, re-usable
This spell must be cast on another person by touching them. They have no chance to resist. It immediatley tells the priest if the person affected is touched by the Wyrd or fate. All prospective Heros and people with a destiny will register. Someone on a HeroQuest will also register, and the Priest will know the specifics of the HeroQuest they are on. A caster also has a 10% chance per point of spell stacked of having a vision relating to the details of the characters destiny, if indeed they are affected by Wyrd. If this roll fails then no other Priest may ever attempt it, although the character will still register as Wyrd tainted. Divinations can later be used to determine the details of the vision and verify particulars.

Know Honour
2 point
Ranged, instant, non-stackable, re-usable This spell is cast on targets to see if they are living up to the virtues of the Orlanthi. The target may resist if they wish, and the caster must suceed in an mp's vs. mp's if they do so. The caster will know how well the Orlanthi is living upto the traits of the Orlanthi, but no more. For instance, a murderer has this spell cast upon him. The caster knows that the target is dishonourable and lacks virtue, but does not know that this is because he murdered somebody.

XI. Sub-cults

Spirit of Reprisal
The most common spirit of reprisal is the Impest, a minor cult spirit that immediatley suceeds in infesting the offending Orlanthi with rashs and itchy skin. They may also be sent to remind an Orlanthi of some past transgression, or in regards to a minor offence, such as swearing against the gods.

After this the danger of the spirits increases vastly, Flint Slingers, Wind Fists and more appear to make recompense against cult apostates. The worst curse, however, is that once you have left the Cult of St/ Orlanth you may never reach Solace and will almost certainly be codemned to Hell.

Alakoring Dragonbreaker
This was the Dragonbreaker, who defeated Drang the Diamond Storm Dragon and fought the evil Empire of Wyrm's Friends. He is worshipped as the creator of the sub-cult of Orlanth Rex and as a dragon slayer. His cult can be joined by those who show profiency in two weapons (i.e. make two different weapon attack rolls). He teaches Slay Dragon. Also, those Rune level worshippers of Orlanth who join can get a special gift/geas pait of "bless weapon to do double damage to draconic beasts" in return for "attack all draconic creatures to the death with no retreat".

Slay Dragon
2 points
ranged, instant, non-stackable, re-usable This spell is effective against wyverns, wyrms, dragons (not true dragons, just dream) and all dragonewts. It is ineffective against magisaurs, dinosaurs and stoorworms. Once cast the caster must overcome the targets magic points with his own, if successful the target dies.

Barntar
This is a son of St. Orlanth revered for his skill at being a Farmer. He is a firm favourite of the Farmer caste and any member of the Farmer caste may worship him. He grants the spell Bless Home, and the skills of Animal Lore and Plant Lore free of charge.

Bless Home
1 point
ritual ceremony, re-usable
This spell blesses the area of one household with the purity of St. Orlanth. It summons a Hearth Spirit from Solace who comes to guard the home. It is a spirit of POW 3d6, and is remains disembodied in the region of the house, not being able to leave it's confines. When commanded by the head of the household it will attack someone, possessing them and forcing them to leave the household and not return. It then stops possessing the target and returns home. This ceremony must be repeated every year or else the spirit will depart.

Drogarsi
Drogarsi is the War Dancer and Drum Beater. He grants free training in Dance and Play (Drum), as well as overseeing the teaching of Ceremony.

Four Weapons
In Orlanth's Quests he rescued four magical artifacts of gigantic proportions. They were of great use in the Lightbringer's Quest. Each granted a Rune Spell, which can be sacrificed for by worshippers of Orlanth Four Weapons and Orlanth Lightbringer (see River of Cradles p.160-1 for details). They grant Lightning from the Lightning Spear, Dark Walk from Sandal's of Darkness, Mist Cloud from the Scarf of Mist and Great Parry from the Shield of Arran.

Heler
Heler was a minor spirit of Rainstorms who devoted himself to Orlanth after the death of Umathil, his father. He grants the spell Rain to the sub-cults of Orlanth Thunderous and Orlanth Lightbringer.

Mastakos
Mastakos is the Chariot of Orlanth, a magical living chariot for St. Orlanth to ride upon. Mastakos was brought from the Wells of Wisdom. He grants Guided Teleportation to Orlanth Rex. To Orlanth Lightbringer and Orlanth Thunderous he grants Guided Teleportation and Teleportation as a one-use spell. Orlanth Four Weapons gains Teleportation re-usable and Guided Teleportation as a one-use spell.

Odalya
This Hunting Hero was worshipped in Lankst and his worship continued over. He is blessed often before a hunt. He is worshipped as part of the Orlanth Four Weapons sub-cult and grants Sureshot.

St. Paslac

Thanks to Sandy Petersen for the Saint notes

One of the last true Emperor's of the Dark Empire, he is given worship by members of Orlanth Rex for his great leadership. He was martyred by the God Learners. Those worshipping him can gain a Saint's Blessing, those who sacrifice a total of 5 POW have him as a patron Saint. Those who have him as a patron Saint can invoke his power, this costs 1 POW and doubles the armour points of a specific piece of metal, be it an armour piece or a weapon, or a tool. To transfer it to another item the invocation must be used again.

Siglolf Cloudcrusher
Imprisoned centuries ago by chaos and recently released by Garundyer, this spirit cult was brought into the cult of St. Orlanth within the last few years. The spirit is quite famous and used to have a Hero Cult in the Second Age until the evil Jrusteli used krjalki magics to bind him. His worshippers gain the power to briefly summon the spirit to hurl one of his stones down upon the enemy. Entire units of Siglolf's worshipper have been known to rain down hoards of stone upon the enemy. He teaches Stone Fire.

Stone Fire
3 points
Ranged, instant, stackable, re-usable
Once cast the caster must aim where his or her stone will fall. It can only be cast if the Cloud Cover is more than 50%. One stone appears for every spell stacked, and they must be aimed at a target within spell range. The stones have a chance of hitting equal to the caster's POW, although this spell can increase with experience. The stone causes 5d6 crushing damage and is 4m in diameter so counts as an area effect weapon. At the gamesmaster's discretion, those caught directly beneath it should be disallowed any chance of healing until the stone is moved. If the stone misses then it deviates in a random direction by a number of metres equal to 1d6x100m. This may end up hitting the caster.

Voriof
This Hero is worshipped mainly by the Farmer Caste. He is worshipped by Orlanth Thunderous but may be worshipped by initiates as well. He grants Summon Sheep.

Yinkin
This Shadow Cat was of ancestral magical proportions. It was saved by St. Orlanth and forever gave himself to the Saint as his pet, guardian and companion. It grants Identify Scent to Orlanth Thunderous.

XII. Associated Cults

St. Chalana
One of the Lightbringers and a Saint of the Invisible God. She grants Restore CON to all sub-cults except Orlanth Four Weapons who receives Cure Chaos Wound.

Elmal
The Sun, although not Sainted by the Church, is recognized as a worthy ally. To Orlanth Four Weapons, fellow fighter, he grants Truespear. To Orlanth Rex, who is the advisor to, he grants Brighteye.

St. Ernalda
His wife and another Saint, mainly worshipped by the females of the land, grants Restore STR to the sub-cults of Orlanth Four Weapons and Orlanth Rex. To Orlanth Thunderous and Orlanth Lightbringer she grants Bless Crops.

St. Eurmal
The Trickster Lord. He grants Charisma to Orlanth Thunderous, Rex and Lightbringer.

St. Goldentongue
The Trading God, who grants Path Watch to the sub-cults of Orlanth Thunderous, Rex and Lightbringer.

St. Humakt
The Angel of Death gives Truesword to Orlanth Four Weapons, and Oath to Orlanth Rex and Orlanth Lightbringer.

St. Lhankor Mhy
The God of Knowledge and Truth. He grants Shield Mind to the sub-cults of Orlanth Thunderous, Rex and Lightbringer.

St. Urox
The master of the Bull Family grants Face Chaos to the sub-cult of Orlanth Four Weapons.

St. Vinga
The daughter of St. Orlanth, who fought valiantly for many years during the chaos. She grants her only spell, Shout of Command, to her father, the First Among Equals.

XIII. Notes

Magical Senses
All Orlanthi priests have a particular sensing ability. Orlanth Thunderous Priests know, within six hours, when the weather is going to change, this ability is shared by Orlanth Four Weapons. Orlanth Rex worshippers always sense the presence of Eurmali. Worshippers of Orlanth Lightbringer always know the presence of spirits, although this is nowhere near as well defined as Second Sight.

St. Orlanth and Spirit Magic
St. Orlanth is aversed to the use of spirit magic in general. They see spell spirits as angels from Orlanth, a divine gift from the Invisible God. Those cultures which use spirit magic constantly are abusing these gifts, squandering their divinity. The Otkorioni know that for mundane uses, such as fighting the evils of the world, blessing your crops etc... sorcery, the Invisible God's own magic made freely available to the people, will work fine. However, for services for the cult, as rewards for HeroQuests and sometimes in a holy spell matrix, an Orlanthi may receive a Spirit Magic spell. Such spells should be selected from the normal Orlanthi list.

All St. Orlanth worshippers use sorcery. If they learn spirit magic (via shamans or joining illegal cults) without the permission of their priests, they are immediatley excommunicated. They may use spirit magic from a matrix or intellect spirits. While worshippers of Pagan Gods such as Elmal are socially acceptable, they may not also be a member of St. Orlanth so spirit magic gained from friendly Pagan Gods is of no overly difficult concern.


End of Glorantha Digest V4 #229


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