Cult of Arran, Pt. 2

From: rhwolfe1_at_ix.netcom.com
Date: Mon, 10 Aug 1998 19:49:59 -0500 (CDT)


IV. INITIATE MEMBERSHIP (WATCHMEN)         Arran accepts members of any race that is not tied to death, such as Ducks, or Chaos, such as Broos, Ogres, or Scorpionmen. Of course, the vast majority of is worshippers are human, although Aldrayami occasionally embrace his worship.

        Candidates must pass the usual test. Skills tested are Shield Parry, First Aid, Craft Stone or Craft Shield, Scan and Search. Watchmen must sacrifice a point of power to Arran and agree to obey the Arrani code:         

SPIRIT MAGIC: Dullblade, Protect, Countermagic, Detect Enemies, Repair and Demoralize. Initiates may also learn the special Arrani spells of Awake and Parry. Arrani are forbidden from learning Disrupt or Fanaticism.

NEW SPIRIT MAGIC AWAKE
2 point
ranged, instantaneous, passive

        This spell awakens its target, making the target instantly alert and combat ready. It negates the spells Sleep, Befuddle, and Stupify.

RUNE MAGIC: Initiates may sacrifice for one-use of all spells available to Protectors. Shrines teach Shield.

V. ACOLYTE MEMBERSHIP (SENTINALS)         Sentinals are senior initiates of the cult. They must meet all the normal requirements for Acolyte and have Shield Parry at 90% or greater. They may sacrifice for rune magic, which is renewable every Godday of Stasis Week.

VI. RUNE LORD STATUS (PROTECTORS)                  Rune Lords of Arran are called Protectors. It is their purpose to defend the weak, protect the innocent, and preserve truth and order. As such, they are the heart and soul of the Arrani cult.

                Candidates for Protector must meet all the standard requirements for priesthood. In addition, they must have mastery in shield parry and any four skills from the following list: Any other parry (may count each parry mastery), Dodge, First Aid, Craft Stone, Craft Shield, Scan, Search, Orate, Any weapon attack (may only count one attack). The candidate must know at least Protect 4.

        Arrani Rune Lords are famous for defending those in need against innumerble foes. Protectors must never surrender to an aggressor. A Protector must defend all those who need his help. She may never strike the first blow in combat.

        Upon reaching Rune Lord status, Arrani Protectors recieve a new iron shield. Many of these are centuries old and some (5%) are of extraordninary quality (+1d6 AP). All other iron armor and weapons must be obtained by the Protector.

        Protectors need not make the traditional tithe or gifts to Chalana Arroy in exchange for healing. In exchange, they must obey all orders given to them by any Chalana Arroy Priestess, unless those orders would directly endanger the Priestess's life.

        Protectors learn the special Arran cult skill of Parry Missile.

        PARRY MISSILE (Agility): Successful use of this skill allows the Protector to interpose his shield between himself and a missile attack. If successful, his shield AP are subtracted from the rolled damage. The skill defends against all missiles from a single source, but the Protector must roll to deflect each missile separately. This is a combat option like Dodge, Attack, or Parry, though if the Protector's skill is over 100%, he may divide it to defend against multiple opponents.

        Protectors may sacrifice for the following runespells reusably:

RUNE MAGIC: Worship Arran, Spellteaching, Warding, Shield, Divination, Excommunication, Draw Foe, Parry Trance, Resist Knockback, Spirit Block, Great Parry (as per Babeester Gor).

DRAW FOE
1 point
Ranged, Temporal, Stackable, Reusable

        This spell may only be cast on someone already in combat. If the caster overcomes the target's Magic Points, the target will ignore all other enemies and attack the caster in melee combat. The target may not cast spells at any other foe, nor may he direct missile weapon fire at any other enemy but the caster.

RESIST KNOCKBACK
1 point
Ranged, Temporal, Stackable, Reusable

        The target of this spell has ten points added to their "SIZ" for the purpose of resisting knockback.

SHIELD TRANCE
2 points
Range = Touch, Temporal, Nonstackable, Reusable

        This spell merges the caster's consciousness with her shield, doubling her shield parry. The user is in a trance, where only her shield and her attackers exist. While in the trance, she may not cast offensive spells (including Bladesharp, Bludgeon, etc.), fire missile weapons, or charge weapons. She cannot move except toward actively aggressive enemies (spellcasters, archers, etc.) The caster retains full attack and defense abilities.

        If combat ends before the spell expires, the caster will stand completely still, awaiting attackers. She will not move until a foe attacks or the spell expires.

        This spell is incompatible with Berserk, Morale or Fanaticism. It is often cast with Draw Foe and Great Parry.

GREAT PARRY
3 points
As per Babeestor Gor cult write-up

VII. ASSOCIATED CULTS

  1. SHIELDBREAKER (SPIRIT OF REPRISAL)
Shieldbreaker shatters the shield of any Arrani who leaves the cult in disgrace.

B. CITY GODS Arran is friendly with most city gods. In cities where Arrani act as City Guards, they are frequently given a useful spell like COMMAND GNOME.

C. CHALANA ARROY Provides her son with the spell RESTORE HEALTH (CON).

VIII. SUGGESTED READING AND VIEWING
"Guards, Guards," "Men at Arms" and "Feet of Clay" by Terry Pratchett

        For you basic well-meaning, slightly incompetent City Guards

"A Game of Thrones" by George R.R. Martin

        For the Guards on the Northern Frontier.

"The Phoenix Guards" by Steven Brust

        Palace Guards with swash in their buckles.

"In the Line of Fire"

        Clint! Clint! Clint!

"L.A. Confidential"

        For a vivid illustration of a finely-oiled city police force that would function quite well in Nochet or Glamour.

To quote Terry Pratchett:

"They may be called the Palace Guard, the City Guard, or the Patrol.
Whatever their name, their purpose in any work of heroic fantasy is identical: it is, round about Chapter Three (or ten minutes into the film) to rush into the room, attack the hero one at a time, and be slaughtered. No one ever asks them if they wanted to."

This cult is dedicated to those fine men.


End of The Glorantha Digest V6 #100


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