Re: Righteous Wind

From: John Hughes <nysalor_at_2JfemyKJUMKIvfupg3ayFIZnqVPiCoHsCVbJ8p24xhZR7VPZ3r0XKXilo1tjYbYmc3OU>
Date: Tue, 06 Mar 2007 21:54:33 +1100


Gedday Harry :):
>
> My question is, What is the Righteous Wind?
>   

In one sense, the Righteous/Justice/Vengeance Wind blows whenever Orlanthi right a great grievance. It is many different gods, storms and wyters at difference times and places, but any Orlanthi will feel and see it for what it is.

In the Far Place? In my own campaign (typically) it is far from straightforward. The Righteous Wind has a specific history and cultus, and is evolving in unexpected directions. Here are some rough draft notes from HW days.

*The Righteous Wind *

By John Hughes

Draft version for comment and development

The Righteous Wind calls combat!
In Alda Chur and Herongreen,
fighting shakes the ancient walls.
A wind-rushing hurricane, fyrd cry of vengeance. Hero bands stream forth, champion seeking champion.

Long their journey, and harsh its unfolding. The Far Walkers came out of the west, from their ancient homelands in Aggar and Bilini and Saird. Restless, determined and stubborn, they skirted the newly-founded villages and steads of Tarsh, pushing their herds and wagons eastward to the untrammeled plains and uplands of the Far Place. Some were outlaws or defeated survivors of tribal and religious wars, some merely sought land, or peace, or freedom, and some were called by the gods to fulfill their part in a greater wyrd.

The ambitions of Taros the Ridgeleaper were as large as his dreams, and his followers were as fierce and plentiful as his enemies. Surviving years of intra-clan warfare in his native Bilini, there came a night when, in offering sacrifice to the gods of the Storm, Taros and his sons beheld a wonder in the heavens.

As the bright wanderer Hengall skirted the pale planet of the Wagon Master, the Second Son sent forth a flaming star javelin into the swirling storm-darkness of Middle Air. There it was held aloft by a secret wind, a righteous wind that blew across the stars by night, guiding the fiery cold wind-dart toward the unknown lands of the east.

Taros gathered his sons and daughters, his wagons and his sturdy herds to follow the guiding wyrd of the star-javelin. It led them by night, ranging above and below the clouds, lighting the land with its cold harsh light as the righteous wind pushed against their backs, guiding them to the virgin wilderness beyond the Death Line.

And the Righteous Wind whispered to Taros as it led him onward, sharing secrets of the great Before, promising the Ridgeleaper victory over his enemies and a well-watered homeland for his tribe where they might grow in strength and freedom. And it cooled his heart, and made him harsh and cold and strong that he might endure the trials ahead.

So it was, as known to us all, that our ancestors found the Plain of Sharl, and the ancient city, and the rain-soaked hills beyond. And on that night the star javelin unleashed its full-gale fury, twisting eastwards with hurricane force into the wild peaks of the uplands, where it descended to the land, and the righteous wind blew no more for a time.

Their journey done, the sons of Taros set to carve their own wyrd upon the new land. And though they made an altar friend of the wind-javelin, and called upon the righteous wind, it was silent for many seasons.

The stars changed, but the mountains did not move.

As the stead cutters spread eastward with the passing of generations, they learned the moods of the new land, its winds and great spirits and passions. Odaylans, who cared neither for boundary markers nor wyter-nurture, soon has trammelled all the secrets of the Far Place, from the spider lands of the north to the sable hills of the east.

It was an Odaylan who first discovered Screaming Canyon, hidden amidst the crush of canopied cedar in the deep gors of the Tres. There, each Dark Season, chill Howler winds from north of the Cholanti were compressed and buffeted together in a violent hurricane rage; a vengeance howl that was channelled eastwards by the canyon walls, creating a boiling rage of umbroli that ripped its way across the gors until finally dying in the foothills north of Prax.

She saw, she remembered, she did not act.

In the time of the First Chaos Breaking, as armies of broo crawled out of Ginijji to threaten the steads of the Far Walkers, an Odaylan hero named Rangar Wakes-In-Darkness guided Storm Voices to an ancient ruin in Screaming Canyon. They spoke to godlings there, and discovered how to summon and guide the dark wind of the north. Sons of the Ridgeleaper, they knew the tales of the Righteous Wind, and named it so in the rituals of Taros, and it replied to them, and obeyed.

The priests of the Righteous Wind then built their pyramid stone altars on the heights above Jaskor’s Hold, and the god came when summoned, a dark fury out of the north, and it raged in anger against the broo-spawn. Black Thunderbird too was summoned, and rode its mighty streams to vanquish and break the chaos threatening the tribes.

Wherever they built their altars of piled stone, the godar of the Righteous Wind could call vengeance down upon their enemies, even to the plains of Sharl. As the fire-folk grew stronger, three times they summoned it against the tribes of the Plain, and three times it raged in blind fury to to smash the fields and steads of the Princeros and Vantaros. The men of the false sun learned to hate the Righteous Wind, and to curse it, and to hunt the storm shepherds that could summon its fury. Yet there was honour, still, in those days, and when bands met there was always the champion’s battle.

The storm shepherds of the Righteous Wind were as harsh and cold as their god. In the way of the Far Walkers, quarrels broke out among the clans of the hills. Some welcomed the Righteous Wind and its dark rage, but some said ‘No, it is not the wind of our ancestors.’ And some said ‘Yes, it is that Wind, but we need it not, for it turns cold the hearts of men.’ Some clans drove the storm shepherds into the gors, and smashed their altars whenever they found them.

And some said, ‘Yes, it is a cold wind, but it is our wind’, and they hid the storm shepherds, and gave them protection from their many enemies.

When the Moon came to Alda Chur, the Righteous Wind did not blow, for strange gold-armoured warriors ambushed its priests on the God Plane as they called their god.

Soon afterward, dark-men came out of the north, from the Castle of Lead, and though they called the Righteous Wind by a different name, they worshipped it, and were eager to join in fighting the tribes of fire. They knew the rituals, and also different paths through the Godtime, and brought new weapons to fight the gold warriors.

The Righteous Wind blew again, among the gors, and it made many ghosts. After that time, the Lunars kept to the cities, and trusted their minions and mercenaries to subjugate the uplands.

With the Lunars came Harvar Ironfist and his greed, and his poison, and he turned even the clans of peace against each other: followers of the Storm against followers of the Sun God of the Plains.

Finally the moots rose in open, bloody rebellion, calling upon the Righteous Wind to drive the sun-men from the hills forever. The fighting was fierce, and mercy rare wherever bronze was blooded.

The storm shepherds made their altars at Gamla’s Leap, and the heroes of the tribes gathered there to make battle against Ironfist, his Yelmalions, and the his mercenary Gargarthi.

The Righteous Wind was summoned in fury, but Ironfist brought another wind, a Bigger Wind that broke and twisted the altars before the summoning was complete, killing many of the storm shepherds gathered there.

And on that day, the Far Place died.

Ironfist’s minions now hold the tribes in terror, the old ways are forbidden, and only in the wilderness of the gors do the clans dare maintain the rites of the Storm. Even there, Gargathi ride the outlaw winds with iron bared, and the steads of the Far Walkers must face chaos and predation alone.

Yet hope lives on. The Righteous Wind will rise again.

A few godar of the Tovtaros began searching the wilderness in secret, finding the old altars, relearning the rites. They were aided in their quest by solitary Odaylans, who know that all secrets are hidden in the gors, and by the patience of the Lady will be revealled. Some travelled north to the shadow lands of the Uz, hoping to find more priests of the Dark Wind.

Slowly, the heroes assemble, the band gathers, seeking for the lost rites of the Righteous Wind. Wilderness dwellers, they rely on stead friends for information and survival. Ruthlessly hunted, at times they strike recklessly against their enemies, and the name of the Righteous Wind is still feared by the tribes of fire.

The enemies of the Righteous Wind are many, and include Orlanthi clans as well as Yelmalians, Lunars and Gargarthi. The mysterious and elusive cult of the Bigger Wind, and the mysterious golden heroquesters who have disrupted cult ceremonies are perhaps the greatest enemies, but little is known of them. Yelmalian Light Sons and devotees are a cultic enemy, while Gargarthi Grey Spears are particularly hated, as they have been responsible for the deaths of many warriors of righteousness.

*The Righteous Wind*

The Righteous Wind returns to range free! Open your arms, let it hurl against your faces, hair and eyes streaming. You have breath, voice, limb and power.
/Hurricane rebels, what you must./**

*Cultural Context: *Freedom fighters and anti-Yelmalio fanatics opposed
to the rule of Harvar Ironfist.

*Ideology:* "The Righteous Wind calls vengeance. Hurricane Rebels, do
what you must."

*Look and Feel:* A fanatical, elemental band of wilderness-living,
‘storm-driven’ Orlanthi who adhere to an archaic and uncompromising code of vengeance.

*Purpose:* To regain the lost powers of the the Righteous Wind, and to
use its power to free the Far Place from Yelmalion and Lunar subjugation. To discover and destroy the gold warriors who oppose their rituals on the hero plane. To unmask and destroy the cult of the Bigger Wind. To battle Yelmalian Light Sons according to a strict code of combat still adhered to by both sides.

*Headquarters:* It is rumoured that the Righteous Wind has secret Uz
caverns somewhere beneath Screaming Canyon. Often pursued, the Righteous Wind also shelter amidst their cult’s piled-stone altars that dot the gors.

*Reactions:* Even the Orlanthi are divided concerning the Righteous
Wind. Some believe the band to be their last, best hope for survival in the Far Place, others see them as desperate fanatics driven to madness by pain, loss, deprivation and defeat. Both views are correct.

Surviving Orlanthi clans among the Tovtaras and Tres must deal carefully with their Yelmalian overlords; the desperate actions of the Righteous Wind only increase their suffering.

Most members of the Bachad tribe regard the Righteous Wind as enemies. As with many matters of the Far Place, this is partially a result of kin-emnity, but the tribe has suffered terribly in reprisals following activity attributed to the Righteous Wind.

Yet the band has friends in almost every stead, supporters who are prepared to offer shelter and more at risk to their lives. Though the band is ‘an ill-wind’-contact with it inevitably brings suffering and despair-it offers hope and a sense of unified effort to the disparate and isolated clans.Victories, though few, keep the spark of freedom alive when all seems lost.

*Resources*

*Leader: * The Righteous Wind has been secretive since it first turned
its god against the Yelmalians of the Sharl Plains in the 1550’s. Its leader is known only as the Righteous Warrior. Any act of defiance is attributed to him. Yet the identity of the current Righteous Warrior would shock and repel even those who support the Righteous Wind.

*Renowned Members:* ‘Many a righteous warrior serves the Vengeance
Wind’. Densesros the Flyer, once a chieftain of the Tres, is said to be a member of the band. Karlii Redflint, a vingan steaddaughter of the Tovtaros is also whispered so. The crazed and seemingly immortal shaman Cloudstrider is also mentioned. Most of the outlaws, freedom fighters and Tarsh Exiles who inhabit the gors are said to be members of the Righteous Wind.

*Membership: *In truth, there are two distinct Righteous Wind bands, and
little contact between them.

The first is based in the Tovtaros gors, and numbers perhaps two dozen. Its secret name is the Black Thunder. Its leader, the Righteous Warrior, knows much of the cult’s lost ritual but cannot yet master it (The reasons for this would make his identity plain, and so are not revealled here). This band is in close contact with bee-rider Uz who also worship the Cold Wind of the North. The band is content to bide its time, awaiting the signs of the hurricane to come. Most of its actions are defensive, and directed against Gargarthi and Yelmalian enemies who hunt it across the gors. Particularly ruthless, the band makes extensive use of children and enlo to carry messages.

The second band ranges across mainly Tres lands between Ironspike and Alone. Desesros and Karlii are its leaders, and the Tres Storm Voice Ranglar the Bolt. This band is also known as the Blue Thunder. Its priests have little knowledge of lost rites, but the band operates as a functioning rebel force. It knows of the existence of the Righteous Warrior, but not his identity or whereabouts. The Blue Thunder numbers some four dozen warriors and godar, with an extensive network of informers and supporters throughout the Far Place. Its members live in great danger, but numbers are constantly replenished by Orlanthi outlaws or those driven to despair by Harvar Ironfist and his minions. The band makes use of Ernaldan matchmakers as messengers, as they travel freely without attracting suspicion.

*Other Contacts:* Orlanthi clansfolk in the Tovtaros, Tres, and Amad
tribes, and Orlanthi crafters in the city of Alda Chur. The Blue Thunder has had recent contact with rebels in Prax and with vingan war bands based in the south. The Black Thunder has links to the Uz north of the Cholanti through Agan Argar beetle caravans.

*Organization*

The Black Thunder is organised around the Righteous Warrior, who knows the secrets of the Righteous Wind, his godar and priests, who can summon the Righteous Wind, and the warriors and wilderness folk who hide and protect them. There is at least one roving Uz band part of the group.

The Blue Thunder has a formal (though archaic) temple organisation, with Thunder Warriors, Storm Shepherds, and Altar Guardians, though mortality and constant hiding mean many empty positions. Divided into subbands, it gathers in force only to conduct raids.

When encountering a Yelmalian warband, the Blue Thunder still observe the conventions of ritual combat between champions. The combat always takes place at dawn or dusk.

*Membership Keyword*

Membership Requirements: To join the Blue Thunder, you must worship the pantheon of Storm and Earth, and be prepared to die for the cause of the Far Walkers. Members swear an oath to die before reveal ling the secrets of the band. Most potential members will be tested before being approached.

Lesser outlaws are permitted to join the Blue Thunder, but a greater outlaw cast out for crimes against kin is not.

Mental Abilities taught: Vengeance, Honour.

Typical Personality Traits: Violent, Fanatic.

Magic: Members of the band can learn to ride the winds.

Priests can summon and direct a gale from cult altars in a day long ritual.

Priests of the Black Thunder can summon and direct the Righteous Wind, though no current member has performed the full ritual.

Hope this is of some use.

Cheers

John

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Mythologic: http://mythologic.info


  May God us keep 
  From Single vision and Newton's sleep!
  - William Blake, Letter to Thomas Butts, 22 November 1802.






           

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