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Otkorion Conversions to Hero WarsThis is my first attempts at converting my current Storms Over Ralios information from RuneQuest to Hero Wars. Due to the odd nature of Henotheist Otkorion, such as the combination of Malkionism and Theistic worship, this may not be quite what was intended by the rules laid out in Hero Wars, so modifications may later occur. The most important part of playing in Otkorion using Hero Wars is simply "why"? Why should you play Orlanthi in Otkorion as opposed to the officially backed Orlanthi in Dragon Pass. First of all, the cultures are different, often parts are identical, but the merging of Orlanthi cultures from Lankst and Safelstran cultures from the southern reaches has created a new, more complicated social structure. Try not to think of Otkorioni as Orlanthi with Castes, but as a culture in their own right. Secondly, Dragon Pass is home to tales of deadly adventure, glories in lost caves, destruction of the evil Lunars (or uninformed Orlanthi, if you are a Lunar) whereas Otkorion has a greater politcal bent. This is not to say that you cannot play campaigns in Dragon Pass with politics, but Otkorion has more intrigue, and greater scope for your Heroes to affect the world through political means. This is also not to say that your Heroes in Otkorion will spend all day in court, it is still easy to run a "normal" campaign wherein your characters go adventuring. However, the backdrop is political. Why are the Hunters of St. Lhankor Mhy trying to exterminate the assassins of Arkat the Destroyer in Valantia when it is not Thanatari in nature? Why are you, the Heroes, sent to find the ancient Arkati rituals to stop Mt. Fieisve from erupting when surely the Red Circle could achieve such a feat at no cost to themselves? Why is the Queen of Fiesive so interested in the dark secrets of the Salantia Forest? And so on... All of the material on my webpage should work fine in a Hero Wars campaign. Some of the specifics are in RuneQuest terms, such as magic and statistics, but a lot of that will be converted over. Sometimes Hero Wars works even better in what I was trying to achieve than RuneQuest does (and sometimes not). As always comments, especially on this document, are always appreciated. E-mail me at nikk@MailAndNews.com
Otkorioni Cultural KeywordThe Otkorioni are a new culture. In the Second Age, Orlanthi barbarians ruled all of the lands of Lankst and Otkorion, in the tradition of their First Age founder, Makla Mann the Ironblade. During the Imperial Age, however, the God Learner empire expanded into Ralios. The Orlanthi barbarians of the highlands were unusually resistent to conversion to their doctrines, and war broke out. The Orlanthi were defeated by the evil magics of the God Learners, and with their forces shattered trolls from Guhan to the west flooded forth and used Lalia and Otkorion as hunting grounds for them to feed. The people of Otkorion retreated to Lankst to lick their wounds and remained under the yoke of God Learner rule. Only the worshippers of Humath, the Death God, remained in Otkorion, a last bastion of humankind dedicated to their Lord and his work.Eventually, the God Learners destroyed themselves. A Great Plague struck Lankst, and to escape the Otkorioni people migrated back into Otkorion and fought off the trolls who ran rampant through the lands. They spread through Otkorion quickly, allying themselves with the Humathi who remained still, the small fishing settlements that had managed to survive the horrors of the trolls, and the Arkati monastery of Fiesive, a great mountain in the north. Not all families migrated from Lankst, indeed most remained behind. For a long time, the people of Lankst and Otkorion considered themselves united culturally, if not geographically. During the Third Age, however, a new Empire arose, the Jorstlandi Kingdom. They were not as aggressive in their expansion as the God Learners, and so treaties were made between the Otkorioni and the Jostlandi. The Jorstlandi were Stygians, those who worshipped both Malkion and theistic gods as well. After years of contact, the Otkorioni converted to this way of thinking, and thus began the split between the Lanksti and Otkorioni people. For years Otkorion remained as a people divided by religion (for not all churches preached the same doctrine), culture (for Otkorion was home to Rokari from the West, and Galvosti from Holut), and blood (the families of Otkorion were notoriously divided during these years). It was not until recently, with the rise of Surantyr the Nonheretic, that this has changed. He united the Churches at the famed Conference of Henotheism, cast out the demon worshipping pagans, Galvosti and Rokari, plundered Valantia and reinstated good Otkorioni folk to rule there, and united the people together under his grand Archbishopric. This is not to say that Surantyr is the leader, for he is the head of the Church only, many people pay fealty to the royalties, the Houses of St. Humakt, the individual Families, amongst others, but all heed Surantyr's wise and strong words. Otkorioni are organised into Families, which are much like clans, but larger. There are seventeen major families of Otkorion, and numerous minor families. Each is ruled by an Iron Council headed by the Family Head. All of the Iron Council are members of the Lord Caste. With few exceptions, all Otkorioni are members of the Henotheistic Church of Otkorion. Otkorioni Cultural Keyword Physical Skills: Spear and Shield Fighting, Withstand Highland Weather. Mental Skills: Otkorion Geography, Customs of Otkorion, Doctrine of the Henotheistic Church and either Customs of Lankst (if you live in the northern reaches) or Customs of the Safelster (if you live in the southern reaches) at -5 starting skill. Relationship: To Family, Member of the Henotheistic Church, and may have a relationship to the Royalty of Fiesive if they wish. Each of these relationships begin at a different value, to represent the level of loyalty to each of these factions. In a mid-powered campaign assign a value of 13 to one, 12 to another and 10 to a third if a relationship to royalty was chosen. Magic: Otkorioni are Henotheists. That is their "Magic Type". They use the normal theistic magic of the Orlanthi religion with certain modifications to the pantheon, and use misapplied sacrificial worship to the Creator and the Saints. This is explained in greater detail below. There are also sorcerors present within Otkorion. The practice of shamanism, even Orlanthi shamanism such as the worship of Kolat, is ridiculed and illegal for its barbaric, pagan links. Mysticism is rare, generally appearing in Arkati cults and sects. The Otkorioni do not have any Henotheistic mystics.
Occupation KeywordsThe Otkorioni are a Malkioni culture and thus support a Caste system (similar, but not identical to the one presented in Hero Wars p. 95-101). When a man or woman comes of age, they may choose which Caste to join. As long as they fulfil certain restrictions, they may join. You are not born into a Caste. A man or woman may join any of the Castes, and may change during the course of their lives. Few people do change, and only a rare few change more than once. Most Otkorioni join the Caste of their parents and do not change throughout their life. Each Caste is dedicated to a specific aspect of Orlanth, or one of his Saints.. Presented here are the four castes, with a general description in addition to some occupation keywords for each. Not all occupations have been listed, only those that seem most likely to appeal to a player so scribes, farmers etc... have not been included, but it should be no problem to create them.
Farmer CasteThe Farmer Caste fulfils the largest portion of Otkorioni society. Members of this Caste are farmers, herders, cooks, cleaners, builders, blacksmiths, boatmen, fishermen, traders and merchants, amongst others. Although members are quite often poor compared to members of the other Castes, this is not universal, there are rich merchants or affluent farmers who could put a Lord to shame. Unlike certain other Malkioni cultures, being a Farmer is not to be ridiculed. To look down on Farmer Caste members is to fail to live up to the Virtues of St. Orlanth. This Caste is also home to misfits who have problems in other Castes. The Farmer Caste is the only Caste that is allowed to join pagan cults outside of the Church, for it threatens the spiritual purity of the Lords, Wizards and Warriors. There are still many limits, only Orlanthi pagan gods are allowed (and even then, disdained) and as worship of pagan gods is illegal within Otkorion a worshipper must travel to Lankst or Surkorion to worship and maintain their duties. Also, joining a pagan cult is looked down upon. However, there are people who still do. Gods sometimes worshipped include Elmal, Hedkoranth and Babeester Gor (the one and only pagan god that has a legal temple within Otkorion). Characters who wish to play an Otkorioni who worships outside of the normal Henotheistic Church must be a member of the Farmer Caste. Unlike other Malkioni cultures, Farmers can fight. Not only are they allowed to, like most Orlanthi they learn as a child how to wield a spear, shield and sometimes a sword. The Farmer Caste make a very nice "homeguard" for the Otkorioni to rely upon. However, they may not own a weapon made of a rune metal (such as iron) for that is the privilege of the Warrior Caste, nor may they own land for that is the privilege of the Lord Caste. Beggar, Craftsperson, Enterainer, Farmer, Fisher, Gardener, Herder, Hunter, Skald, Steadwife and Stickpicker are all Farmer Caste occupations. They are detailed in Thunder Rebels p. 159-68, although their Magic Keyword must be selected from either St. Orlanth the Farmer or St. Ralia the Steadkeeper as appropriate. Healer is also an available keyword, but in the Farmer Caste they are Low Healers, or Village Healers and may only be initiates (not devotees) of St. Chalana. Merchant Use Hero Wars p. 47. Add "Safelstran Customs" as a Mental Skill, and can only dedicate themselves to St. Goldentongue or Orlanth the Farmer. Acolye Elect Beneath the Bishops of the Wizard Caste are the Acolyte Elects, who are the temple attendants for aspects to St. Orlanth the Farmer or St. Ralia Steadkeeper. They are, on most ways, priests, but lack the ecclesiastical standing. An acolyte elect is repsonsible for the ceremonies and spiritual purity of his or her village, and ensuring that a Wizard Caste Priest enacts the appropriate rituals when necessary. Acolyte elects are voted in by their own town or village, although this often boils down to the Family Head selecting who will be acolyte elect in their lands. An acolyte elect has nowhere near as much repsect or power accorded to the corrresponding position of Priest in the Wizard Caste. Physical Skills: Stay Awake. Mental Skills: Perform Sacrifice, Pray to [god], Force People to Attend Church, Flatter Wizard Caste, Manipulate Lord, Read Otkori, Write Otkori (at -3 to starting skill). Relationship: Either to village, town or family. Magic: Usually a devotee, but may be an initiate, of St. Ralia Steadkeeper or St. Orlanth the Farmer. Living Standard: Common. Equipment: Sword, clothing, spear, ritual equipment and clothing, sacrifical knife, parts of the Umanankaleya. Raped Whore You are one of the fanatical warrior-women who defends the Earth Temple of Mt. Fiesive. You are dedicated to Babeester Gor, and are loyal to the Earth Priestesses who live there. You attend the only temple within Otkorion that has been given legal right to worship pagan gods within Henotheistic territory. Commonly, you are loaned out to the Church as a fighter for their purposes, or hired as a mercenary troop by the King of Fiesive to create revenue for the temple. Entry Requirements: Must be female. Physical Skills: Ascend Mt. Fiesive, Acute Hearing, Hide in Cover, Arm wrestle. Mental Skills: Know the secret passages of the earth temple, Rumours of the Earth Temple. Relationships: To Earth Temple. Magic: ALL Raped Whores are Devotees to Babeester Gor (use the description from Hero Wars p. 48-49). Wealth: Supported by temple. Wealth 10. Equipment: Leather armour, shield, sword, red hair dye. Elmali Thanes Some people still wish to worship Elmal, the Sun God. His worship is allowed within Otkorion, although temples to him are not. He was never Sainted at the Conference of Henotheism, and so many who worshipped Elmal were relegated to the Farmer Caste rather than the Warrior Caste where they feel they belong. Otkorioni Elmali thanes are commonly politically active in attempting to convince the Church to Saint the Sun Thane. Physical Skills: Spear and shield fighting, Acute Hearing, Hide in Cover, Riding, Running. Mental Skills: Survival (rural), Stay Awake, Boast. Relationships: To Hero Band (usually a Family Guard). Magic: Worships Elmal (see Storm Tribes. May also worship other gods open to the Farmer Caste, if they so wish, but only very rarely do. Living Standard: Common. Equipment: Leather Armour, Leather helmet, shield, spear, sword, knife, horse.
Warrior CasteThe Warrior Caste are, not surprisingly, all warriors. Unlike the Farmer Caste militia, their lives are devoted to military professions. They also include the priests and rune lords of Orlanth Four-Weapons and St. Humakt. Most members are in the Church Militant, a Family Guard or one of the mercenary companies present within Otkorion (the latter two would constitute Hero Bands). The rare followers of St. Urox are also members of this Caste, so most of the Inquisition is formed from their ranks. All Warriors are expected to join a Crusade called by the Archbishop (note that no successful Crusade has ever been called in the histoy of Otkorion). Other than this, only members of the Church Militant are expected to engage in wars. Warrior Caste members may wield any weapon made of a rune metal, for it is their right. They may not own land. Church Militant Soldiers The Church Militant is described elsewhere in full on my webpage. Many Warriors are members of the Church Militant and later leave for a new avenue in life. Sreng Kirwan is the Death Sword, the head of the entire army. Physical Skills: Sword and shield fighting, Acute Hearing, Hide in Cover, Riding, Running. Mental Skills: Church Militant Tactics, Military Warfare, Stay Awake. Relationships: Loyalty to Unit, Loyalty to Death Sword. Magic: Choose a god from St. Orlanth Four-Weapons and St. Humakt. May sometimes join St. Chalana and become followers of Arroin, but this is rare. Living Standard: Common. Equipment: Composite Armour, Shield, Knife, Sword, Spear, Unit Colours. Mercenary Warriors "Mercs" refers to any warrior who is outside of the Church Militant, or other Church sponsored military organisation (such as the Inquisition). No dishonour is incurred for not being a member of such organisations, many Hero Bands are renowned for their activities, and this occupation covers all who work for the personal armies of Arkati cults and Families. Physical Skills: Sword and shield fighting, Acute Hearing, Hide in Cover, Riding, Running. Mental Skills: Survival (rural), Stay Awake, Boast. Relationships: To Hero Band (usually a Family Guard). Magic: Choose a god from St. Orlanth Four-Weapons and St. Humakt. May sometimes join St. Chalana and become a Follower of Arroin, but this is rare. May also join St. Urox, but all followers of St. Urox are devoted to their god within Otkorion. Note that all followers of St. Urox need not be members fo the Inquisition. Living Standard: Common. Equipment: Leather Armour, Leather helmet, shield, spear, sword, knife, horse. Thanatari Headhunter These are the members of the Inquisition, long ago instituted to destroy what was once known as the Thanatari Heresy. Thanatar is an evil chaos god that cuts off heads, devours knowledge and imprisons souls, his cult was nearly wiped out one hundred years ago by the Inquisition. Nowadays many people feel that the Inquisition is no longer necessary, few chaos nests have been found in recent years, and the expense of the Inquisition makes it's dissolution appealing. The Inquisition feel otherwise. Physical Skills: Acute Hearing, Axe Fighting, Hide In Cover, Riding, Running. Mental Skills: Interrogate, Investigate. Relationships: To the cult of St. Urox. Magic: All are devoted to St. Urox, which also incurs joining the Family Bemurok. Joining other cults is rare. Living Standard: Common. Equipment: Composite Armour, Shield, Spear, Axe, Knife.
Wizard CasteThe Wizard Caste is not only just composed of magic users, but also includes those who remember bloodlines, sages, scribes, healers, scholars, poets and writers. The Red Circle is the main sorcerous organisation of Otkorion. It is described below. Wizards can neither own rune metal weapons nor own land. Acolyte An acolyte is a member of the Church who has devoted themselves to a particular god for religious reasons. They lead the people in worship to the Saints, to the Creator and to the dead Heroes of the past. They do not run temples, but are instead members of the temples working underneath the priest. Above the priest is a bishop and above the bishops is the Archbishop himself. Physical Skills: Clean Temple. Mental Skills: Doctrine of the Henotheistic Church, Read/Write Otkori, Read/Write Stormspeech, Perform Sacrifice, Pray to the Saints, Temple Politics. Relationships: To Temple. Magic: Choose a god from St. Orlanth the Thunderer or St. Lhankor Mhy. Other choices include St. Humakt (the revered Sword-Magi), St. Chalana (rare, most St. Chalana worshippers are Healers), St. Goldentongue (in his aspect as psychopomp of the dead) or one of the other, more minor Saints. May also be a sorceror who is not a member of the Red Circle, in which case replace Perform Sacrifice with Lead Prayer. Living Standard: Happily Wealthy (18). Equipment: Sword, Shield, Spear, Horse, religious items. Sage Sages are dedicated to St. Lhankor Mhy and become well-read scholars, teachers and book-keepers, usually attatched to one of the larger temples or libraries of Otkorion. Some Sages become members of the Inquisition, for St. Lhankor Mhy is a known enemy of Thanatar. Those who join the Inquisition are called Hunters, and their numbers are growing fewer. Physical Skills: Avoid Library Dangers. Mental Skills: Argue Loudly, Doctrine of Henotheistic Church, Doctrine of St. Lhankor Mhy, History of Otkorion, Ancient History, Read/Write Otkori, Speak [other language], Navigate Through Libraries. Relationships: To Library or Covenant, as appropriate. Magic: Worships St. Lhankor Mhy, is quite often a Devotee. Even members of the Inquisition do not worship St. Urox. Living Standard: Happily Wealthy (18) Equipment: Ink, paper, reams of notes, last weeks map of the library. Healer Healers are rare in Otkorion. It is also very lucrative. Healers demand top notch money for their specialised services, and there are very few temples to St. Chalana even in a country as large as Otkorion, making priestly positions rare. Usually power in the cult is gained through political machinations, as opposed to good will and kindness. Powerful nobles and the royalty can afford personal healers. Your more common, everyday healer is more likely to be a devotee of St. Xemela than St. Chalana for St. Xemela has less of a bad reputation. Physical Skills: First Aid, Manufacture Medicine. Mental Skills: Diagnose Illness, Treat Illness, Extort Money or Appear Genuine (as appropriate). Relationships: To temple or to patients. Magic: Worships either St. Chalana or St. Xemela. Usually are devotees. Living Standard: Either minimal (for street healers) or prosperous (for temple and court healers). Equipment: White robes, staff, first aid equipment. The Enrolled The Enrolled are members of the sorcerous order of the Red Circle, located in Fiesive but whose influence extends much further. Out of all the sorcerous orders of Otkorion, it is the most popular. Physical Skills: Craft Rings. Mental Skills: Read/Write Otkori, History of Otkorion, Court Politics, Magic Sight. Relationships: To Red Circle. Magic: A member of the Red Circle, and gains access to their grimoires. Otkorioni sorcerers cannot use theistic worship, cannot use misapplied veneration to St. Orlanth and the other major Saints but may access the lesser Saints and their blessings as normal. Living Standard: Happily Wealthy (18). Equipment: Staff, a red ring, robes, books, ink.
Lord CasteThe Lord Caste are the nobles, Queens, Kings, franklins and rulers of Otkorioni society. Lord Caste members are the only people who can take a position of responsibility within a Family Line. They are the only people who can own land, but may rent or lend land to others if they wish (most people who have enough money to purchase land have a Lord Caste buy it in their name). They can give orders to all who owe fealty to them, usually other family members and those who live on their land. Lord Caste members are usually richer than other members of society, but not always. Often a Lord Caste member may only own a small plot of land with nothing but a few sheep to his name. All Lords must own a certain amount of land, should a Lord's Wealth ever fall below 1W then they are forced to shift Caste, quite often in disgrace. All Lord Caste are given the prefix Lord or Lady with the exception of Kings and Queens. Only Lords may stand on the Iron Councils of Family Lines. No Lord may own a weapon made of rune metal for that is the privileage of the Warrior Caste. Minor Noble You are a minor noble in the family, own a small amount of land and have a handful of Farmers dedicated to you. Physical Skills: Noble Swagger, Sword fighting, Hunting or other noble skill. Mental Skills: Court Politics, Family History, Shout Loudly, Law, Otkorioni Economics. Relationships: To Family. Magic: Worships Orlanth Rex. A lot of nobles worship Great Arkat. Living Standard: Prosperous. Equipment: Land, some weapons, some servants, two guards. Military Commander Military Commanders are the people who lead the armies. Almost always they are qualified in what they do, but sometimes a noble with eyes for glory takes the position when they are seriously under-qualified. Often they are nobles who became more interested in the military, but just as often they are veteran warriors who have moved to the Lord Caste to allow them command of forces. All are worshippers of St. Humakt. They either command Church Militant forces or Family Guard forces. Until the rank of General is achieved, the character will not always have permanent control of a military force, instead they will be awarded control at the appropriate time (i.e. war). Physical Skills: Sword and Shield Fighting, March, Acute Eyesight, Acute Hearing. Mental Skills: Battle Tactics, Bark Orders, Otkorioni History, Read/Write Otkori, Court Politics (-3). Relationships: Either Church or Family depending upon whether they command Church or Family troops. Magic: Initiate or higher of St. Humakt. May worship Orlanth Rex as well, and Arkati cults are popular. Living Standard: Prosperous. Equipment: Land, some weapons, composite armour, at least two guards.
Magic KeywordsA lot of the Magic Keywords are similar to, or sometimes identical, to the Orlanthi keywords for Heortlings given in Hero Wars. However, there are changes, which are often quite important.
The CreatorThe Invisible God, the Creator of all that exists, is worshipped within Otkorion. He is responsible for the creation of the Cosmos, and whilst he does not foster his children any more, he Sainted Orlanth and his kin to rule in his stead as King of the Cosmos after Orlanth enacted the Lightbringer's Quest to find him and restore the Universe to Order. The Creator is worshipped at the start of every ceremony to the Saints as part of respect. As noted in Hero Wars no game benefit is gained. No Henotheist as yet has received a Miracle (see Hero Wars p. 196), although Divine Aid (see Hero Wars p. 179) is still granted by the Saintly Host.
The Great SaintsThe Saintly Host is composed of those Saints who are most worshipped across the lands. They are theistic entities, although few Otkorioni would distinguish between the Great Saints and the other Saints on these grounds. Most of the Great Saints are those who went on the Lightbringer's Quest to find the Creator to restore Order to the Cosmos after the death of the Evil Emperor. St. Orlanth St. Orlanth is the son of Umathil, who was once a member of the Zzaburi of the Kingdom of Logic until he rebelled against the rigid caste system and made his own Kingdom to the east. When Umathil was summoned to the Evil Emperor's Court he never returned, and so Orlanth was chosen from amongst all of Umathil's sons to rule. When the Evil Emperor turned to sin and stopped venerating the Creator, the world turned to ruin and so Orlanth, with his kin alongside, slew him. Orlanth tried to take the Mantle of the Emperor and return the world to Righteousess, but was not the chosen of the Creator, and so failed. After years of Darkness, he took his companions and went on the Lightbringer's Quest to find the Creator. At the culmination of the Quest, the Creator appeared, and Sainted all of the Lightbringers. Orlanth was allowed to then take the Mantle of the Emperor, and then named himself King of the Cosmos. He rules in that position today. Each Caste is devoted to a specific aspect of St. Orlanth. Only members of that Caste may worship that aspect. Each aspect has a number of masks or faces through which the aspect is worshipped (many of these aspects come from Thunder Rebels). Many aspects are worshipped only by members of a particular family. There are more faces than listed here, Otkorioni families normally have at least one face specific to their blood, and these may be added later. One aspect, Orlanth Lightbringer, is above and beyond the Castes - any member of any Caste may worship him, but membership into this secretive aspect is by invitation only. Entry Requirements: None. Any Otkorioni may worship St. Orlanth. Great Secret: Enter Solace (the Great Secret allows the character to go to Solace immediately and without dying, removed from the world. Remove the character from play). Worshippers: Members of the Henotheistic Church of Otkorion. Otherside: St. Orlanth's Castle exists in the sky where Orlanth's Ring is, so that St. Orlanth can see all of his domain. From here worshippers can enter the Darkness Age or Storm Age, and Sky or Underworld. After Death all worshippers are taken to the Court of Umathil, who judges the deceased. Those who are worthy go to Solace, the Bosom of the Creator, and those who are less than worthy are sent to St. Orlanth's Castle to cater to his needs. The truly unworthy are sent to Hell to be toys for the Evil Emperor. Other Connections: St. Orlanth is the leader of the Saintly Host. St. Orlanth the Farmer The Farmer Caste often worship St. Orlanth in this aspect, usually joining Barntar the Plower as well. Those who do not attend to the land, such as merchants or pagan worshippers, usually do not initiate themselves to this aspect. Usually men join St. Orlanth the Farmer and women join St. Ralia. Entry Requirements: Must be a member of the Farmer Caste. Physical Skills: Plow Land, Ride, Horse Care, Fix Plow. Mental Skills: Highland agriculture, Otkorioni Economics, Barter Food Prices. Affinities:
Making (Acclaim Lord, Bless New Building, Bless Tools, Experiment with new techniques, Work Hard) Worshippers: Mainly male farmers, but some women, particulary strong women farmers, sometimes join. Other Connections: St. Ralia and her cult, other aspects of St. Orlanth. Subcults of Orlanth the Farmer Durev the Householder, Harst the Reeve, Orlanthcarl, Oralmarn and Orstan the Carpenter are all Sainted aspects of Orlanth the Farmer worshipped in Otkorion. They are described in Thunder Rebels p. 232-36. There is no fisherman aspect of Orlanth the Farmer, such a position was generally held in some form by the now defunct Tanisor cult. Durev the Householder is known as St. Thidrandi. St. Aramarlth, the Diviner When the Kirwan ancestors were left bereft of land, huddled beside a wall of the Holy City, they prayed to God and the Saints to send them aid. To them came St. Aramarlth who took from them each two precious items and in return found them fertile cropland in the places where none should be. Only Kirwan family members may worship St. Aramarlth. Requirements: Must be a Kirwan family member. Mental Skills: Appraise Cropland, Guess Crop Yield. Affinities: Allfather (Inspire Trust, Inspire Following) Fertility Divination (Find Fertile Land, Know Ownership, Know Seasonal Fertility, See Pregnancy, Find Diseased Crop, Find Spring) Secret: Inspire Trust (Acts as an integrated passion equal to 1/4 the secret's target number when trying to inspire people to follow your judgement about crops and agriculture). St. Daly Patron of the helpless. Daly was a peasant from a part of Old Seshnela now flooded. The Middle Sea Empire resettled his village during the Tribulations, near Tarinwood in Tanisor. When the Empire tried to make him bow down to an idol from Hrelar Amali, he led a rebellion which sacked a city. Veneration of this saint is somewhat worrisome to the upper classes. Physical Skills: Craft Begging Bowl, Resist Infection, Forego Food. Mental Skills: Gather Charity, Preach the Peacfeul Word, Treat Infection. Affinities: Charity (Aid Beggar, Always One Last Coin, Compel Charity, Shame the Rich, Sense Destitution, Reveal the Sinful, Make Do) Secret: Aid the Helpless(Acts as an integrated passion equal to 1/4 the secret's target number when trying to inspire people to help the helpless, including getting the helpless to help themselves) Connected cults of note:
Minlister (Beer/Mead) This is the aspect that patronises the Warrior Caste. Usually all Warriors join Orlanth Four-Weapons, though some people worship St. Humakt or St. Urox instead. Physical Abilities: Faithful Leap, Clean Arms and Armour, plus one close combat technique. Mental Abilities: Boast, Doctrine of the Henothesitic Church, History of the Church Militant, Mythology of Orlanth Four-Weapons, Recognise Weaponary, Sense Change in Weather. Personalities: Active, Brave. Affinities: Combat (Enchant Silver Ritual, God's Justice, Holy Strike, Hurling Blade, Saintly Armour, Secret Spear Strike, [weapon] Help) Movement (Avoid Trees, Burst of Speed, Highland Leap, Leap Over Obstacle, Run Up Cliffs) Subcults of Orlanth Four-Weapons St. Desemborth the Thief See Thunder Rebels p. 221-2 for details. St. Drogarsi the Skald See Thunder Rebels p. 223 for details. St. Hindoran the Wanderer Hindoran walked the lands during the Darkness, when Chaos and Sin fell at the doors. He joined forces as he wished, but swore loyalty for only a season at a time. He was of no clan, but never a foriegner or Stickpicker, and feasted well at any hall he came to. He struggled once with Vishanti the Tentacle, and pledged himself to God at the peak of Tempest Halls. St. Daly is of his blood. Hindoran is the wandering warrior, a particular like of mercenaries and adventurers. His worship is only known by the Family Brodie. Requirements: Must be a Brodie family member. Mental Abilities: Find Work, Recognise Kings, Set Camp. Personalities: Independent, Rash. Affinities: Movement (Ascend Mountain, Restless Venture, Wind Twist Dance) Valiant Wanderer (Fateful Walk, Find Those in Need, Independent Spirit, Protect Needy, Rural Friend, Summon Aid) Secret: Find the Sin (Otherworld Ability. Once protection of someone has been taken, the Hero can travel to the Otherworld and find the source of what ails them. The Secret can be used to augment any attempt to then track down the source in the Inner World). St. Horalathil Horalathil was the brother of Umathil and head of the Warrior Caste of the Kingdom of Logic. He watched as Umathil was cast out, and remained at his father's side. He was the master of arms, and had a Diamond Weapons Chamber at the Celestial Spire that the Evil Emperor lived in. He is venerated for his undying loyalty, although his worshippers are sometimes viewed as lacking the free spirit of common Orlanthi. Physical Abilities: Add one close combat technique. Mental Abilities: Craft Weapons, Observe Fighting Technique. Personalities: Loyalty, Honour. Affinities: Combat (Holy Bodyguard, Slipping Armour Strike, Steadfast Stance) Weaponary (Craft Legendary Weapon, Enchant Iron Ritual, Enchant Striking Blow Ritual, Imprint Sigil Recognise Sigil) Secret: Holy Blow (The user can make an immense blow against a foe. Acts as a Mystic Strike, and if the foe is driven below 0 APs then whilst they may survive they will forever suffer a major wound of some description.) St. Mastakos See Thunder Rebels p. 224 for details. St. Orshtal, the Weapon Holder Orshtal is the keeper of the four weapons of the Kingdom, and stores each one in a box in the four directions that Land-Wind can blow (north, south, east and west). His worshippers gain access to the four weapons, and the skill to use them, put must pledge to forever look after them. Physical Abilities: Secrete Weapon, Spear Fighting. Mental Abilities: Recognise Weaponary, Weapon Secrets. Personalities: Loyal. Weakness: Never allow any weapon to be destroyed. Affinties: Movement (Rush to Protect Weapon, Move Fast at Home) Four Weapons (Sandals of Darkness, Shield of Arran, Lightning Spear, Scarf of Mist, Hide Weapon, See Weapon) Secret: Steal Weapon (Otherworld Ability. The character can travel to the Otherworld to steal an enemies weapon. May use his secret to augment his attempt.) St. Orvanshagor Dragonslayer See Thunder Rebels p. 226 although this subcult is far more popular in Otkorion than Sartar. St. Vinga See Hero Wars p. 65. Gains the Combat feats and Protection Affinity, and access to her secret. St. Vadala Coalburner During the dark times, when the winds were low, the Hrafnkelson family ancestors were left, wretched and bereft in a two walled stead with nought but embers to warm them. To them came Vadala, who took the warriors east to fight with the Dark Queendom, and take their prizes. They made two more walls from stolen lead and burnt the skulls of their foes to make heat. Vadala was thenceforth venerated. Only Hrafnkelson family members may worship Vadala (the Hrafnkelson family are a minor family who live in southern Otkorion). Requirements: Must be a Hrafnkelson family member. Physical Abilities: Smell Uz. Mental Abilities: Build Foe-Pyre. Personalities: Hate Trolls. Affinities: Movement (Avoid Darksense, Walk in Uz Lair) Plunder Trolls (Break Bludgeon, Carry Lead, Cloak of Dark, Hide from Darkness Spirits, Rout from Uz, Sense Uz, Utilise Darkness Items) Secret: Nightjumper (This secret allows the character to avoid Uz by literally leaping away from them. It acts as a Mystic Strike, with the resistance determined by the size and number of Uz being avoided. A group of ten warriors might resist at 18, a large troll ambush might be 12W, and trying to leap out from the hidden depths of Akara might be 18W4!). St. Vanganth the Flyer See Thunder Rebels p. 227 for details. Connected cults of note:
St. Orlanth the Thunderer is worshipped by the Wizard Caste. Requirements: Must be a member of the Wizard Caste. Physical Abilities: Ascend Tempest Halls, Endure Storm. Mental Abilities: Doctrine of the Henotheistic Church, Factional Church Politics, Predict Weather Patterns. Personalities: Proud. Affinties: Storm (Call Clouds, Heler's Blessing, Heler's Curse, Hear My Words) Wind (Call Umbroli, Call Worli, Command Umbroli, Command Worli, Move Clouds, Raise Wind, Lower Wind, Still the Air) Subcults of Orlanth the Thunderer St. Conwaith Conwaith was an early convert from the Brithini way to Hrestolism (after Hrestol's death). A Zzaburi, he gave up immortality and his comfortable (if empty) life. But nonetheless, he did not age, due to his piety, and ascended into Solace when martyred by his fellow Zzaburi, to whom he brought Hrestol's message. Conwaith is worshipped by those seeking wisdom and inspiration from the Saintly Host. Mental Abilities: Conviction, Contemplate, Riddle, Tell Fable. Affinties: Wisdom (Inspire Wisdom, Know Answer, Know Futility, Portend Future, Reveal Secret, Sense Falsehood, Sense the Wise) Secret: Inspiration (This is much like Divine Aid. However, it's purpose it far more narrowed. If successful, the character receives a piece of Conwaith's wisdom, providing directrly pertinent information to the situation). St. Helamakt the Fighting Storm See Thunder Rebels p. 240-1 for details. St. Hraftal the Thunder Reader Hraftal was the son of Umathil, and when the Evil Emperor came with Sin it was his words, read from the Holy Books, that saved the people. Thunder would clap when chaos came, lightning would crack when enemies walked, rain would fall when Impurity riddled the land and clouds would gather high above the Righteous. His words held the people true to God, and today it is Hraftal's worshippers who show the pagans the errors of their ways, be they Lanksti, Galvosti or otherwise. It was Hraftal whom Surantyr worshipped when he gathered the Conference of Henotheism. Physical Abilities: Speak for Days. Mental Abilities: Know the Sins, Pagan Heresies, Proselytise. Affinties: Storm (Befriend Earth Spirits, Fight Back Sun Spirits) Sense Sin (Sense Galvosti, Sense Elemental Impurity, Sense Boristi, Invest Fear of God in Sinners, Burn Boristi, See Taint of Chaos, Sign of the Pure) Secret: Convert Sinner (This ability allows the worshipper to convert others to Henotheism. It acts as a Mystic Strike against whatever the target attempts to resist with (often their own religious relationship), and only those in religions close to Henotheism can be effected, such as pagan Orlanthi or non-Henotheist Malkioni). Lightning Boy, the unamed Saint This cult is identical to Yavor Lightning, see Thunder Rebels p. 243. St. Ohorlanth the Great Storm See Thunder Rebels p. 241-2 for details. Connected cults of note:
Yinkin (Hunting) St. Orlanth Rex Worshipped by the members of the Lord Caste. Requirements: Must be a member of the Lord Caste. Mental Abilities: Bully, Doctrine of the Henotheistic Church, Mythology of Orlanth Rex, Negotiate, Sense Mood of Crowd, Subtle Insinuation. Personalities: Responsible, Loyalty to Family or Church (as appropriate). Affinities: Command (Call Assembly, Command Follower, Command Umbroli, Command Worli, Demand of the Saints, Regal Aura, Silencing Bellow) Authority (Command Henotheist, Overawe Crowd, Speak for the Saints, Sense Dishonour, Stop Henotheist Magic, Overule Bishop) Subcults of Orlanth Rex Alakoring Kingmaker Alakoring, whilst not a Saint, has been venerated by the Church. He is the father of the political system instituted in Orlanthi religion in this region since the end of the Second Age. Through his rituals one may truly be crowned a Family Head. Requirements: Must be a Family Head instituted by the Alakoring rituals. Mental Skills: Intimidate Priest, Decimate Opponent's Ego, Family Genealogy. Affinities: Authority (Gain Entrance to Rightful Land, Refute Ring Member, Cast Out) Rule Family (Command Family Member, Know Family Member, Find Political Weakness, Protect Family, Invoke Treaty, Bless Tula, Thunderous Voice) Secret: Command Family Members (Acts as an integrated passion spirit, giving 1/4 the secret's target number as a bonus to any task in commanding family members). Maklamann the First King Famed leader of the Korion tribe, also venerated but never Sainted. He unified the Orlanthi people under his banner, built Valantia and proved his worth by abdicating so he could follow Arkat. Maklamann is the symbol of leadership under pressure, of valiance, of the rule of the sword. Even to Lords, violence is always an option. This is the subcult of military commanders and warlike Iron Ring Members. Physical Skills: One additional close combat style, Manufacture Banner. Mental Skills: Battle Tactics, Quell Rebellion in the Ranks, Order Troops, Convince Others to Warfare. Affinities: Command (Command Troops, Wind Spirit Orders) Unity (Accept Fealty, Summon to One Banner, Recognise Infidel, Recognise Loyalty, Peace Till the Enemy Dies, "Kill That Man!", Demand Support) Secret: Command Troops (Acts as an integrated passion spirit, giving 1/4 the secret's target number as a bonus to any task in commanding troops under the user's control). St. Paslac The last emperor of the Stygian Empire, and the last of Arkat's blood. He ruled the great empire firmly and fairly. St. Paslac is the paton of battle and empire building through warfare, subtely different from Maklamann in that he is not about building society, but maintaining it through force. Normally only revered generals worship St. Paslac, such as the Royal War Tribune of Fiesive. Requirements: Must be a General. Physical Skills: Get To the Battlefront, Pour Over Maps. Mental Skills: History of the Dark Empire, War Tactics, Adjudicate Supplies, Orate. Affinities: Command (Command Troops, Distribute Orders) Warlord (Coordinate Forces, Create Morale, Hold the Fort, Speech of God, Perceive Friendly Strengths, Perceive Enemy Weaknesses, Predict Terrain Problems) Secret: Disturb Enemy Forces (Used as a mystic counter against the enemies commanders magics used to aid their forces). St. Rexasfal Rexasfal is the title Great Orlanth took when he came to the building of the City of the Kingdom of Umathil. He took seven slabs made of admanite, hewn from the Spire when the Evil Emperor blinked, and took seven fold seven more slabs from the mountains who sighed and gave them over. Rexasfal placed them side by side, and captured the fire spirits who live in the forest to meld them together. Thus was the city made. St. Rexasfal is only worshipped by members of the Cearbhaill Family, and is known as the noticeable consession Surantyr made at the Conference of Henotheism. By making Rexasfal a recognised Saint, and with the Cearbhaill family alone worshipping him, they are a formidable faction against the Rolymer and Finshad Families who own Fiesive and Valantia respectively. As yet, they have not exercised this advantage. Requirements: Must be a Cearbhaill Family member. Physical Abilities: Lift slab. Mental Abilities: City layout, Masonry. Affinities: Authority (Influence City Official, Demand Change to City) Citybuilding (Rally Henotheists, Identify Mineral Deposits, Bless City, Bless Citybuilders, Assume Control of City, Defend City Against Foe) Secret: City Spirit (Acts as an integrated passion spirit, giving 1/4 the secret's target number as a bonus to any task in defending or building a city). St. Orlanthdar Orlanthdar was Orlanth's title, granted to him by the people of Umathil's Kingdom when he took the throne. He walks tall, and all underneath him are given the suffix -dar to show their worth. He officiates his tasks to the people, and through his Iron Ring his orders are carried. Those who worship Orlanthdar worship the service of the Great King Orlanth Rex, and manifest this in the world by serving their Family Head. Virtually all nobles are members of this sub-cult. Mental Skills: Manipulate Family Head, Manipulate Other Lords. Affinities: Authority (Be more important than you are, Cast Out) Government (Bless Family, Calm Feud, Create Iron Ring, Officiate Tasks, Adjudicate Worth) Secret: Untold Worth (Those who gain the secret of St. Orlanthdar can use it as an integrated passion worth 1/4 the secret's target number to resist orders, magics and manipulations from a higher authority through virtue of their proven worth) St. Regis A reviled Saint whose worship is not strictly allowed in the tenants of the Church, but not strictly excluded either. He is the St. of Despots, and in desperate times, when all else has failed, some Lords have turned to his worship, very rarely to good effect. Misapplied Worship: St. Regis suffers the misapplied worship rules for worshipping sorcerous entities laid out in Hero Wars p. 247. Mental Skills: Detect Insubordination, Intimidate Ring Members, Intimidate Family Member, Intimidate Higher Authority, Intimidate Enemy, Order Harsh Punishment. Affinities: Authority (Cast Out, Demand Loyalty, Demand Attention) Despot (See Infidel, Find Weakling, Command Family Member, Punish Family Member, Raise Taxes) Secret: Despotic Control (Acts as a mystic strike when ordering a family member. If successful, the follower obeys utterly, if not normal penalties apply. Should the secret ever be lost through the target number decreasing, a revolt is portended).
St. Orlanth Lightbringer This aspect is the mysterious aspect of Orlanth, that which deals with the Otherworld. He is worshipped and sacrificed to by some HeroQuesters seeking aid on the Otherside, and his worship in Otkorion includes many pagan elements of the pagan god Hantrafal. Membership of his aspect is by invitation only and worshippers can be from any Caste. Lightbringer worshippers answer only to the Archbishop. Entry Requirements: Invitiation only. Plus, must have a relationship to the Church of at least 10W1, and Doctrine of the Henotheistic Church at least at 15W1. Physical Skills: Endure Inhospitable Mountain Weather. Mental Skills: Hear Wind Secrets, Read Fatestones, Mythology of other cultures involving Orlanth, Otherworld Paths. Affinities:
Lightbringer (Restore Balance, Prophecy, Restore Hope, Create Iron Ring, Send to Harmast) Quests (Utilize Feat from Orlanthi HeroQuest)
Worshippers: Questers, Prophets and various seemingly randomly chosen individuals. St. Ralia St. Ralia is the wife of St. Orlanth and great goddess of the land. She is worshipped mainly by the Farmer Caste. Otkorion does not worship Ernalda, instead her worship is encompassed by St. Ralia. Click here for the reasons why. Entry requirements: None, though most aspects are open only to Farmer Caste members. Women usually worship St. Ralia, men usually worship St. Orlanth the Farmer. Wives of Lords are allowed to worship St. Ralia in her aspect as the Leader. Great Secret: Be Earth. OtherSide: The Bountiful Garden of Saintly Wonder is where St. Ralia lives, adjoined to St. Orlanth's Realm. Here all the plant life of the Cosmos is said to grow. From here, worshippers may leave into the Golden Age or Storm Age. St. Ralia the Stead Keeper Worshipped only by Farmers. Men may join, but may not join any subcults or become devotees. Requirements: Must be a Farmer Caste member. Physical Abilities: Domestic Chores, Pottry or Weaving. Mental Abilities: Animal Lore, Avoid Religious Strife, Control Children, Doctrine of the Henotheistic Church, Mythology of St. Ralia. Personalities: Motherly, Unmerciful to enemies. Affinities: Bless Family (Comfort Ill, Comfort Dying, Pure Visage, Holy Piety in the Home, Make Spouse Laugh) Bless Mothers (Aid Conception, Aid Contraception, Bless Birth, Bless Naming Ceremony, Bless Marriage, Bless Pregnancy) Subcults of St. Ralia the Stead Kepper Eninta, Mahome, Orane, Pella, Skovara and Vela are all worshipped (see Thunder Rebels p. 189-92). St. Ralia the Earthmother St. Ralia provides a variety of different affinities, although each worshipper only ever accesses one affinity. Examples include Bless Crops, Barley, Cattle, Harvest etc... See Thunder Rebels for more examples. St. Ralia the Wise This aspect can be worshipped by any spouse of a Lord Caste member, emulating St. Ralia in the aspect of advisor, leader and wife. Men may join, but only rarely as it signifies an almost subservient role in the marriage - although the converse is far from true. Female worshippers of St. Ralia the Wise are renowned for their wisdom and advice. Requirements: Must be the spouse of a Lord or Lady. Physical Abilities: Speak Body Language. Mental Abilities: Mythology of St. Ralia, Orate, Persuade, Temper Spouse. Personalities: Strong-willed, unmerciful to enemies. Affinities: Sainted Wife (Command Henotheist spirit, Dismiss Henotheist Spirit, Sacred Ground, One Voice Above All, Rule When Alone, Quiet Whisper) Find Another Way (Calm Anger, Create Iron Ring, Rally Women, Shame Lord, One Voice Above All, Violence Can Be Sin) Subcults of St. Ralia the Queen Kev, Orendana and Roitina are all aspects of St. Ralia the Queen (see Thunder Rebels p. 199-202) although all Earth Queen feats belong to the Sainted Wife affinity.
[General Note: More aspects to St. Ralia do exist in Otkorion, many are Family specific. These will be added at a later date.]St. Lhankor Mhy, St. Goldentongue, St. Chalana, St. Humakt These are almost identical to their counterparts in Hero Wars but with different subcults. St. Lhankor Mhy is equivalent to Lhankor Mhy (see Hero Wars p. 59), St. Goldentongue is equivalent to Issaries (see Hero Wars p. 57), St. Chalana is equivalent to Chalana Arroy (see Hero Wars p. 50) and St. Humakt is equivalent to Humakt (see Hero Wars p.55-57) although Humakti are often also members of Houses and thus have additional keywords. St. Urox Urox was a son of Umathil, his wife, children, sisters and brothers were all slain by Krjalki, Demons, Chaos and the Sinful. Urox vowed revenge, and become a fanatical warrior, hunting down all servants of the Evil Emperor. He was made Orlanth's Personal Bodyguard, and looked after the Kingdom when Orlanth and the Host went on the Lightbringer's Quest. He fought the Devil himself amidst the ruins of the Holy City, and at his darkest hour, closest to defeat, he was visited by an Angel of the Creator and given the power of the Invisible God to defeat Evil Released and send it back to Hell, to the feet of the dead Evil Emperor. For these acts of valiance he was Sainted. St. Urox is the somber warrior, with little left other than revenge to motivate him. He is skilled and unstoppable in his valour. He is worshipped by like-minded warriors, who have lost all they have and dedicated themselves to the destruction of chaos. All members of St. Urox cut their family ties and join the Family Bemurok, formed entirely by the cult members. His cult is also the official protector of Valantia.
Notes: I understand that the cult of Urox will be different from the version written here. However, the cult of St. Urox is far removed from the cult of Storm Bull, so much so few Uroxi in Otkorion would see themselves as worshipping even a similar god. Click here for more information.Entry Requirements: Must cut off their Family ties (lose all Family Relationships) and join the Family Bemurok, taking their name. Physical Skills: Axe and shield fighting, Track. Mental Skills:Doctrine of the Henotheistic Church, Recognise Chaos Foe, Sense Signs of Choas, Mythology of St. Urox, Valantian City Geography. Personality: Somber. Affinities:
Chaosfighter (Detect Chaos, Enchant Weapon against Chaos, Empower Weapon Against Chaos, Cause Terror in Chaos, Ignore Chaos Power) Valour (Ignore Emotion, Face Chaos, Rally Against Chaos, Rally Family Members, Respectful Speech) Worshippers: Chaos hunters and beserks. OtherSide: St. Urox leaves on the borders of Solace, so it is told, but there is a section near Orlanth's Stead called the Holy Ruins, where plinths and stones from the Holy Ruins were taken. From here worshippers may look upon their god, and travel to the Storm Age of Darkness Age. Other Connections: The Inquisition is connected to St. Lhankor Mhy. See their Hero Band description. Disadvantages: Very dour, somber people with little lust for life, only a lust for revenge. Their lack of strong family connections makes them outsiders in Otkorioni life. Subcults:
Aoif Headhater (teaches the Feat of Mass Face Chaos, allows the Face Chaos feat to affect multiple targets)
The SaintsThis covers all other Saints not within the Saintly Host. Normally these are either lesser theistic deities, or Saints from Malkioni lands that are now worshipped in Otkorion. In the later case use the misapplied sacrifice rules to Saints in Hero Wars p. 247. Given here are some example Saints, but these are not all that are worshipped within the lands of Otkorion. Some Saints can only be worshipped by certain Castes, and in these cases it has been noted which. Those marked with an asterisk (*) are originally Malkioni saints and must be worshipped under misapplied worship rules, plus provide a Blessing to Otkorioni sorcerors. St. Avlor* (teaches the feat of Ignore Emotion, allowing one to ignore despair and other disheartening emotions whether caused magically or not). St. Carpattia* is not worshipped in Otkorion, for he was a Saint of the Galvosti. A statue of the Saint remains in Valantia, and all who pass by spit at it regularly. St. Gerlant* (open only to Warrior Caste; teaches the feat of Flameblade) St. Hrestol* (?) St. Malkion* is worshipped by the Wizard Caste, though no game benefit is accrued. St. Raceen* (open only to sorcerors, therefore they receive normal blessings of sorcerous magic) St. Talor* (open to Warrior Caste; teaches the feat of Laughing Warrior, which is Beserk magic)
Sorcerous OrdersThe sorcerous orders of Otkorion are part of the countries complex political make-up, for instance the Red Circle owe fealty to Fiesive and the royal lineage, but not necessarily all are connected to the Church. All, however, are ulitmately responsible to the whims and wills of Surantyr the Nonheretic - just as everyone in Otkorion is. Described here are some sorcerous orders. The Red Circle The Red Circle is the ancient sorcerous order of Fiesive, descended from teachings of the Jorstlandi Kingdom from a few centuries ago. They currently only have direct power within Fiesive, but their influence does extend throughout Otkorion. It is common knowledge that Queen Kristine of Fiesive is the power behind the Red Circle. A complete description of the order is given elsewhere on my webpage. Entry Requirements: Must be a member of the Wizard Caste. To gain the magical benefits, must have the occupation "Enrolled" (see above). Some theistic Otkori join the Red Circle - they do not gain sorcerous powers, but do gain political influence. The Red Circle gladly accepts such adherents to their worthy order. Mental Skills: Doctrine of the Henotheistic Church, Myths of the Red Ring. Grimoires:
The Abiding Book See Hero Wars p. 199. The Tome of the Flayed Prelate Many spells have been stolen from the Church of Nomia, or designed to combat the Church of Nomia. After the Sack Of Valantia, and the death of the Prelate, many more were added and the magi Noron Halifar assembled them into this tome. (Resist Tap, Curse Galvosti, Humble Galvosti, Resist Death, Clarity of Mind, Resist Nomia Doctrine) The Red Ring The Red Ring is not a book, but the holy artifact that Arkat's First Knowing Companion had. (Bless Talismans, Invade Otherside, Enhance Knowledge, Hear the Secret Whispers, Resist Gbaji Mysticism)
Secret: Otherside Travel (Red Circle magi can travel in different Otherworlds without incurring a modifier for being in an alien world. To ignore the penalties the sorceror must roll their secret against a resistance dependent upon the Otherworld. If it is the theistic realm the difficult is 10W, if it is the spirit realm it is 5W2.) Members: The Red Circle order has members from the Wizard Caste, usually from northern Otkorion. OtherSide: They have a "false node" (see Hero Wars p. 249) located on the God Plane near St. Orlanth's home. Other Connection: The Red Circle has the full backing of the Fiesive royalty. Whilst it is not directly under the control of the Archbishop, they can be influenced into doing what he wishes. Additional Notes: Those who have the Red Circle keyword cannot join other theistic cults. Certain magi, however, can develop a close relationship to certain gods, and use the misapplied worship rules to learn spells. They can also use the blessings of the Lesser Saints as oppossed to having to use misapplied worship. Westreach College During the rule of the Jorstlandi Kingdom, the sorcery users attempting to convert the Otkorioni families to the Stygian religion settled upon building a college with which to propgate their teachings. It was the combined effort of three Orders, the Order of the Black Heath, the Stalanal Heresy and the Viridian Glow, that built it. It was, at the time, at the furthest extent of the Kingdom and became known as Westreach. It began as a distinct collection of the three orders, but as time progressed and the use of the foreign magic became more widely embraced more Otkorioni joined and the three colleges dissolved into one. Within seventy years of its founding it was entirely run by native Otkorioni, and with the fall of the Kingdom it retained the nickname of Westreach. With the rise of the Red Circle, Westreach became less and less important. However, the holy blessings and magic that made sorcery economically attractive in the past was still crucial, and by extension so was the college. They have rituals concerning fertility blessings, and many venerate St. Daly, whose blessings even nowadays can aid impoverished Otkorioni. Whilst Westreach used to have a lot more members, this is not the case in modern times. The Red Circle and the Alabaster Chapter have more popularity, and the previous lure of knowledge has lessened ever since some rare grimoires owned by the college were taken during the reign of Vikard of the Tourney. However, it is still an asset to the country, having a Westreach sorceror is an excellent resource for any family. It's membership numbers about 180 across Otkorion. Generally a Family will raise enough money to sponsor a Wizard Caste child to attend, and train them up so that they can work in blessing lands and encouraging Family unity. Entry Requirements: College sponsorship numbers some several thousand Orbs, in Hero Wars terms it is a cost of 18W. All members must be of the Wizard Caste. Physical Skills: Plow Field. Mental Skills: Herb Lore, Plant Lore, Rousing Speech, Humble Other. Personalities: Charitable. Grimoires: The Umanakaleya The Bible of Otkorion and the Henotheistic Church also serves as a grimoire to Westreach College. (Wind Strike, Speed Wind, Enchant Iron, Resist Servants of the Evil Emperor, Bless Wizards, Wings of the Nar Sylla) The Abiding Book See Hero Wars p. 199. The Wooden Tome of St. Daly (Suppress Pestilence, Suppress Plague, Holy Pity of St. Daly, Bless Begging Bowl, Everlasting Turnip, Bless River, Purify Water, Uprising Spirit) The Book of the Black Heath (Bless Crops, Protect Heath, Summon Plant Guardians, Waste Crops, Hear the Earth Groan, Make the Earth Groan, Evoke Natural Spring, Resist Cold) Secret: Unbridle Animist (This secret is used as a mystic strike against a foe, who must be a shaman or animist magic user. If successful, the animist, and any spirits they have are released, and any magic they have in effect is stopped, as God himself casts aside the atheist's lies).
Arkat Magic KeywordsArkati keywords for the whole of Ralios will be described in full at a later date. Here are three example Arkati cults from Ralios to get you started. Arkat the Destroyer More details available here on this cult. Entry Requirements: A desire to destroy chaos and all forms of Gbaji at any and all costs. In Otkorion, the Destoyer cult is fixated on destroying chaos, and sees little to distinguish between chaos and masks of Gbajism. Physical Skills: Sword fighting, Dagger fighting. Mental Skills: Iron Will, Doctrine of Arkat the Destroyer, Detect Taints of Chaos. Benefits: The Destroyer grants no affinities or other such magical keywords. It does, however, allow a character to join and worship other deities (even chaos deities) and gain power thereof. Not every worshipper does this. It is, in fact, very rare and normally only favoured cultists do so. Joining other cults on the sly, as it were, is disproved of and the Henotheistic Church does not stand for it, so the Destroyer cult downplays this element of its existence. If you worship an entity from a different magical tradition, use the misapplied worship rules. Worshippers: Fanatical chaos killers. They are only tolerated due to the key role they played in thwarting the last rise of the Thanatari Heresy. OtherSide: The Destroyer has no OtherSide manifestation. Arkat Chaosbane A more popular alternative to the die-hard Destroyer cult. Enmity exists between them. More information on the cult, such as mythos and history etc... is available by clicking here. Entry Requirements: Usually only Warrior and Wizard Caste members are accepted, although certain Lords are allowed in due to the political influence they can offer the cult. Physical Skills: Sword fighting. Mental Skills: Doctrine of Arkat Chaosbane. Grimoires:
Non-sorcerors may join and use misapplied worship to learn feats from the grimoire. Members: More temperate chaos killers are members of this cult. Many members of St. Urox have started to worship Arkat in this aspect. Great Arkat This is the worship of Arkat in the form of King and ruler of the Stygian Empire. More information is available by clicking here. Entry Requirements: Normally only Lords are allowed to join, but members of other Castes who excel at this skills (at least three masteries among Caste related skills) can join. Physical Skills: None. Mental Skills: History of the Dark Empire, Doctrine of Arkat the King, Great Speech. Affinities: Two affinites are available, one to Lords (Command) and the other to Wizards (Fealty of the Gods which teaches feats from other ruling gods in the region such as Voice of Plants (Aldrya), Horse Friend (Eneral), Control Fire (Ehilm), Bless Crops (Green Lady), Strike Blind (Kyger Litor) and Sense Dishonour (Orlanth)). Members: Those who believe that Arkat is returning to recreate his Empire, and want to be a part of it, join his cult. OtherSide: As with all manifestations of Arkat, the location of his OtherSide residence is lost, awaiting to be found. Virtues: Loyalty to the Coming Empire.
Advanced Occupation KeywordsInclude General (open to a Warrior or Lord), Bishop (open to Wizard), Head of House (open to Warrior initiates or higher in Houses of St. Humakt) and Family Ring Member (open to Lords). General Generals lead the armies of Otkorion. Until recently, the disparate nature of the many traditions and warrior bands within the lands meant that there was a wide variety of titles used, such as Warlord, High Thane etc... but Safelstran influence has meant virtually all Otkorioni now use the title "General". Generals lead armies in the cities, the Church Militant and a handful of Otkorioni sponsored military organisations such as the larger Family Guard of the Brodie Family. Entry Requirements: Must either be a member of the Warrior Caste or a Lord Caste member who is also an initiate of higher of St. Humakt. The character must also have at least one leadership skill at 1W2 or higher and two combat skills at 10W or higher. Obviously the character must also convince the higher authorities to appoint him to the position. Physical Skills: Ride. Mental Skills: Military History, Battle Tactics, Court Politics. Relationships: To military force. Living Standard: Nearly Rich (10W). Magic: Generally Maklamann, St. Paslac, or St. Humakt. Benefits: Better equipment and more followers. Disadvantags: Must constantly work to keep their force in fighting order, and attend to war when the need comes. But what God fearing Henotheist would call such an honour a disadvantage! Bishop There are numerous Cearghots, or Bishoprics, in Otkorion. Each one is controlled by a single Bishop, under whom are the temple priests in that Cearghot. All Bishops have broad control over their region, and amass powerful political influence, but are ultimately answerable to the Archbishop. According to amendments to the laws, no Bishop need obey any law that issue from any but the Archbishop. Entry Requirements: Must be a Wizard Caste member who worships either St. Conwaith, St. Helamakt, St. Hraftal or St. Ohorlanth. Must have at least 5W2 in one affinity and 5W1 in the other two. Must have a relationship to the Church of at least 10W2 and must then manipulate it so that they are made Bishop (generally requires a political manipulation skill of at least 18W). Physical Skills: Wear Heavy Robes. Mental Skills: Pleasantly Ignore Lower Church member, Ignore Lord, Knowing Smile, Guess the Archbishop's Thoughts. Living Standard: Rich to Very Rich. Magic: See above. Benefits: Only Lord worshippers of Alakoring can affect Bishops with their Command magics. Disadvantages: Being a Bishop in the Otkorioni political environment. Head of House Not all of the Humakti Houses have Heads, the Votaries of St. Talesse for instance have a spirit who randomly possesses house members to lead them. Those that do have their own strict process for selecting the Head of House. The Dunfal for instance, select their Head by whoever is the Temporal Incarnation of Proweress. Each house will have it's own details of how to become the Head. Family Head The Otkorioni equivalent of Kings. Each Family selects it's Head and then uses the Alakoring rites to bring them to title. They always worship Alakoring Kingmaker. Entry Requirements: Must be brought to power by the Family, either through consensus, or force. Generally only those with at least three Lordly skills, one to do with political knowledge, at 10W2 will be voted in. Sometimes, useless Family Heads are brought to power to be manipulated by other people. Living Standard: From Rich for small families to Very Rich for larger families. Benefits: Controls a Family. A major political figure. Access to power, money and luxuries. Disadvantages: Answerable to the Family, and the Iron Ring. Answerable to the Royalty of Fiesive and Valantia. Answerable to the Saints, who convienently talk through Surantyr. Prone to headaches. Equipment: The best that the Family can afford, and at least four highly skilled bodyguards.
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