Showing posts with label Cult Write Up. Show all posts
Showing posts with label Cult Write Up. Show all posts

Thursday, 1 February 2018

Star Witches Tradition

Praxian depiction of Star Witches on a Pavisite pot.

Mythos and History
During the long night when the Sun had been killed but before Waha had been born, the Star Khans descended from the sky to try and teach people how to live as they did.
Few listened for without the Sun they were as dull as Herdmen, and lived by scratching at the dust and weeds. The Star Khans despaired, for they could not help people as dull as this. But as they walked, weeping and mourning, some of the women turned to watch.
The women followed in the wake of the stars, and listened as they went, learning the secrets that the stars tried to teach.
The women became witches and when the Star Khans went to leave, to return to the sky, the women approached them and showed them what they had learned.
The stars rejoiced, knowing that they had succeeded. They taught more secrets to the witches, filling them with their knowledge. And then, when they went home, begged the witches to teach others.
The Star Witches did so, becoming the earliest of Prax's magical traditions. They shared their star secrets with many, teaching them to follow the heavens -- although keeping many secrets to themselves.
When Waha emerged from the Paps and created his Covenant, the Star Witches dispersed and became members of the tribes he had created. In this way, the star lore would be preserved in all tribes, without distinction.
After the return of the Sun the Star Witches' fortunes began to rise. The powers of the sky were strengthened, and many new stars were born, and old ones became reachable.
Unfortunately, this was not to last. Many stars have now been lost or changed allegiances. The Lucky Star vanished uncountable summers ago; while Bright Treasure and the Twinstars were enchanted by the Moon, and many of their followers have left to join the Red School of Masks -- taking with them some of the Star Witches' secrets.

Nature of the Cult
The Star Witches are counted as one of the Magical Secret Societies of Prax, providing the nomads with a way to deal with spirits which are outside the way of Waha.
The nomadic lifestyle of the Praxians has given them great respect for the night sky, for its many stars and spirits can be used as guides for both physical and spiritual journeys.
The tradition has members in many of the great tribes, with the Impalas favouring it greatly. The Sables once had so many members that they were said to be lead by the Witches, but with the coming of the Lunars their influence has waned.

Cult Organization and Holy Places
The tradition has little in the way of hierarchy, with the only ranks acknowledged being members and the Star Witches themselves. The Star Witches as the tradition's shamans, lead rituals with their followers and assistants, but otherwise keep to themselves. In fact their position as a shaman is often a well kept secret, with only those who have gone to meet with them in the night ever truly knowing their identity.
The holy places of the tradition are found where the sky and earth have met. The most accessible is the oasis of Moonbroth, where the waters of the earth jump and leap to meet the night sky. The most famous is the Star Crystal Mountain, in the Tunnelled Hills. Here was the Celestial Pillar, where Pole Star first leapt down to protect the world against the devil's hordes. His blood litters this great peak, shining in the night.

Holy Days
A ritual is held at night on Fireday of Death Week each season, communing with whatever stars a member feels most connected to. This may be a private ceremony, or all members of a particular clan may head off into the dark to perform the rites together.
During Dark Season, the holy day is a lot more important, for it marks when the shamans of the tradition are said to meet together in the sky world, sharing their secrets even if they are miles apart in the mortal world.


The Star Witches Tradition
Any praxian with the Sky Rune has the potential to join the Sky Witches Tradition; despite the name, many members of the tradition are men in both spirit and body.
A prospective member must seek out a Star Witch (a shaman of the tradition) and persuade her to initiate them into the Star Witches Tradition.
In game terms, the hero can join the tradition at the same rating as their Fire or Spirit Rune. Simply add Star Witches Tradition () keyword after the appropriate Rune.
When you join the tradition, you receive several charms, as described in HeroQuest Glorantha (page 136), following all the restrictions there. Typical charms of the Star Witches Tradition include Starlight, See In Darkness, Stay Safe At Night, and Follow Star.


Spirit Societies
A hero with at least 1W in their Sky or Spirit Rune, or in a charm, may join a spirit society as described in HeroQuest Glorantha (page 136)
The Star Witch Tradition has numerous spirit societies, each associated with a particular star. Each tribe has its own favoured star, whose spirit society counts as the core spirit society for them. The Bison Tribe favours Bronze Treasure (and stubbornly keeps to that name), the Impala favour Pole Star, the High Llamas favoured Lucky Star, the Sables favour the Twinstars, the Morokanth favour the Evening Star, and the Unicorn Tribe favour Sun Daughter. The Morning Star is the patron of no tribe, preferring not to play favourites.


Bronze Treasure
This large brazen star moves across the southern reaches of the sky, patrolling the Bleak Shore against enemies. He is proud, not allowing himself to be cowed even by the blazing Sun. He is said to have gifted men with the gift of bronze, tearing off his own leg to turn into a sword, giving him his strange gait across the sky. Certainly, his braves love metal, and many will demand their charms be made of it. Bronze Treasure's braves include:
Jealous Brave. This spirit is one of Bronze Treasure's braves who's been coaxed into a spear, sword, or other weapon. Its presence allows the wielder to make Deadly Strikes with the weapon. The taboo of Jealous Brave is Use No Other Metal Weapon.
Friendly Shield. This spirit acts as a shield bearer for others, just as he has for Bronze Treasure. He can help by making a shield Protect Against Projectiles. The taboo of Friendly Shield is Never Kill with Projectiles.
Breaker of Bones. This spirit wields a heavy bone weapon, which he swings with reckless abandon. He helps others Make Thunderous Strikes, which maim and cripple their foes. The taboo of Breaker of Bones is Never Spare The Same Foe Twice.


Evening Star
Once the lover of the Sun, Evening Star followed him to the far west when he was slain, even trying to follow him into death. When she was refused, she instead stood watch over the gates of death, forbidding any to enter or leave. When the Seven Seekers came, she relented, seeing their resolve. She then returned to Prax, leading her handmaidens to guard others as she once guarded the gates of death. Her handmaidens include:
Gate Mourner. This spirit is eternally weeping, mourning all who try to pass through the gates of death. Her tears and pleas can Postpone Death. The taboo associated with Gate Mourner is Always Mourn Death.
Last Midwife. This spirit knows rites that Calm Restless Ghosts, allowing them to find their way to the gates of death. The taboo associated with Last Midwife is Never Aid a Birth.
Torch Bearer. This spirit holds the guiding light of the Evening Star, and gifts this Red Light to others. The taboo associated with Torch Bearer is Never Let Red Light and Gold Light Meet.


Lucky Star
The vanquisher of the Star Serpent is gone. Vanished from the sky for uncountable summers, many have forgotten it was even there. Despite this, the braves of the Lucky Star still tread their khan's former route. The braves of the Lucky Star include:
Oasis Seeker. This spirit can Smell Out Oases, and grants this power to its allies. The taboo of Oasis Seeker is Never Offend Oasis People.
Serpent's Curse. This spirit summons the watery serpents to follow it, dragging them along the dry land to Drown Enemies. The taboo associated with Serpent's Curse is Never Drink From a Serpent.
Fortune's Bannerman. This spirit travels the sky to hidden places, carrying a bright blue banner trailing behind it. When befriended by a hero he grants the ability to Find Hidden Green. The taboo associated with Fortune's Bannerman is Never Sleep In The Same Place Twice.

Morning Star
Like her sister, Morning Star was once the lover of the Sun. Unlike her, she never believed he was truly dead. Instead she went eastwards, following a light only she could see. There, at the end of everything, she saw her lover. When the Seven Seekers brought the Sun back, Morning Star was ready with her handmaidens to spread the word of her lover's freedom. Her handmaidens include:

Gate Herald. This spirit is always laughing and dancing, eager to tell all about the return of the Sun. Her eternal cheer can Restore Hope. The taboo associated with Gate Herald is Never Lose Hope.
First Witness. This spirit can reveal the invisible light of the slumbering sun, letting others See in Darkness. The taboo associated with First Witness is Never Abandon Others.
Torch Bearer. This spirit holds the shining light of the Morning Star, and gifts this Gold Light to others. The taboo associated with Torch Bearer is Never Let Gold Light and Red Light Meet.



Pole Star
The Stars' Khan of Khans, Pole Star was the first spirit to descend from the sky to aid mortals, leading his khans and braves into battle against the forces of Chaos. When the long night was darkest, he lept back to his home, shining in the center of the sky, so that the tribes could navigate in the gloom. His braves include:
Little Khan. This spirit serves the star khans by directing others. He provides the ability to Command Others. The taboo of Little Khan is Always Respect Your Followers.
Banner Boy. This spirit carries Pole Star's banner, trailing around him to direct others. He provides the ability to Send And Receive Silent Messages. The taboo of Banner Boy is Always Accept Parleys.
Spear Carrier. This spirit holds Pole Star's flaming spears. He grants their fire to others, giving them Burning Weapons to throw. The taboo of Spear Carrier is Never Throw First.

Sun Daughter flanked by two unicorns.
Sun Daughter
This child of the Sun was originally just a nameless handmaiden, hiding behind her mother's skirt. But when her father was slain, and everyone fled, she picked up his fallen weapons, and started to fight in his place. When the Sun returned, she gave him back his spear, bow, and shield; and in turn he gifted her with weapons of her own. She now rides where the Sun cannot, keeping watch where he cannot see. Her braves include:
Falling Star. This spirit was one of the arrows of Sun Daughter, flashing through the heavens to strike at her enemies. Now they provide the same ability of Flaming Arrows to others. The taboo associated with the Falling Stars is Never Befriend Darkness.
Shining Hooves. One of the heavenly steeds of Sun Daughter's braves, this spirit blesses' a hero's mount, granting them Hooves Of Starlight. The taboo associated with Shining Hooves is Never Ride Another Mount.
Ever Virtuous. This spirit was once a handmaiden at Genert's court. When it fell in battle, she joined with Sun Daughter as a brave, but never lost her purity. She can share her purity with others, letting them Be Pure. The taboo associated with Ever Virtuous is Never Have Sex.

Twinstars
Erelia and Verelia, two stars who move as one. These spirits had long been patrons to the Sable Tribe, although others have followed their weaving, dancing light when it's suited them. Always strange and wondrous, it was not too surprising when they and the Sables later allied with the Lunars. Many of their followers left to join the new School of Red Masks, but for those who keep the old ways, they still have some braves and handmaidens:
Dancing Woman. This spirit is constantly in motion, ever dancing to a silent beat. She teaches her strange and mesmerising dance to others, letting them Seduce Watchers. The taboo associated with Dancing Woman is Remain Pure.
Fighting Man. This spirit patrols eternally, keeping watch for some unseen danger. He teaches his focus to others, letting them Ignore Distractions. The taboo associated with Fighting Man is Never Fear Blood.
Weaver. This spirit is constantly weaving, creating new fabric out of nothingness. She can show others how to Create Illusions from nothing. The taboo associated with Weaver is Never Create The Same Illusion Thrice.

Star Witches - Star Witch Shamans
After many years of service and training, a woman with a Star Witch Tradition rating of 11W or higher can become a true Star Witch, a shaman of the tradition. The prospective witch must perform an elaborate, seductive, and highly secret dance to tempt down a Star Khan. If successful (overcoming a major plot obstacle), she returns with her awakened fetch. The woman is now a Star Witch, a shaman.

The Fetch
A Star Witch's fetch is a Star Khan, a mighty spirit of the night sky. The witch has seduced and entranced the khan, causing them to watch over the Witch when she is in the Inner World. When the Witch travels to the sky world, the Star Khan descends to guard her body. The Star Khan performs all the functions of a fetch (cf. HeroQuest Glorantha pg. 138)


Monday, 6 March 2017

The House of Black Arkat



Mythos and History
When Arkat Liberated the Shadowlands, he revealed many previously unknown secrets.
Most could not grasp them, and viewed them as simply another facet of Arkat's greatness, but a few could understand what Arkat spoke of, and wanted to learn more.
Arkat brought these worthies together, both Uz and Man, and taught them the true nature of the cosmos.
All existence was born from the great darkness, Xentha, who is the mother of all. Here, everything was bliss: the Earth was nurturing, soft and warm; there was no hunger, pain, or strife.
And then came the Deceiver, Gbaji.
Arkat depicted as a Half-Troll
Arkat declared that Gbaji was known by many masks: Evil Emperor, Teller of Lies, Most Bad Man, and now Nysalor.
Gbaji was all that Xentha was not, he was still, barren, bright, hard and hollow. And he envied Xentha. He declared all that Xentha was as wrong, and that he was the only right. He led many of Xentha's children away, into a world of pain, sorrow, and harshness.
Arkat's followers were shocked to discover this was the world they now lived in.
Those who did not flee in horror, were taught by Arkat how they could manipulate this world of Gbaji, to break his deceptions and reveal the truth. He showed how everything was made from the raw darkness, allowing them to turn earth to air, and air to water, for all was originally darkness.
When Arkat went north, to take the fight to Gbaji, many of his followers remained, to teach the truth to those who would listen.
They wrote down his teachings, and kept them in a great temple they named Arkat's Hold after their teacher, and so in turn they became known as the House of Black Arkat.
Here they have remained.
Even when the God Learners invaded, they were never able to breach the walls of Arkat's Hold, and when they fell, the House of Black Arkat was opened once again.

Nature of the House
Arkat was the greatest hero ever to walk Glorantha. He was many things in his lifetime. Man, troll, knight, berserker, liberator, deceiver, king and devil. He betrayed his closest friends and allies in order to save the world.
His followers are sorcerers, mystics, and scholars.

Particular Likes and Dislikes
The House's oldest and greatest allies are the cults of darkness, especially the cults of Argan Argar -- who came before Arkat and was Xentha's son, and Zorak Zoran -- who is one of the greatest enemies of Chaos. The House is also friendly to most Esrolian cults, if for no other reason than to ensure the sanctity of Arkat's Hold.
The House is usually reviled by cults of light and sky, who view Arkat's message as blasphemy. Likewise, the House treats them with disdain, viewing them as those most wrapped up in Gbaji's Deceptions. Only against the cults of Chaos will the Arkati willingly ally with those who follow the sun.

House Organization
The House has no single authority. Each Mage has effective independence from the others, students are free to listen to whichever Mage they wish. The wizards of the House in truth have only one master, Arkat himself.
Unknown to most Gloranthans, a single chapter of the House has been established deep within the Troll Woods in Heortland. Here the near-human Kitori learn the Arkati arts, at the feet of a displaced Arkati Mage.

Holy Days
The House has no specific holy days or nights, but the cult acknowledges Freezeday as a naturally potent time to perform many of their rituals.

Sample Grimoires
The House of Black Arkat holds within its libraries many different ancient texts written by a multitude of sources, including the followers of Arkat, and even the Great Hero himself. Few Arkati will know even half of the hidden lore kept within their walls, but this pair of grimoires are those most commonly used by sorcerers of the House of Black Arkat:

The Lead Grimoire
This grimoire describes the metal of darkness, the bones of Xentha, the material form of the Darkness Rune, which was used to make the foundation of the world. By studying this grimoire, sorcerers can learn how to manipulate this substance, as well as the raw darkness itself. Sample spells include:
  • Enchant Lead: This spell summons the Darkness Rune to fill a leaden object, cleansing it of impurities, and turning it into enchanted form of the Rune Metal.
  • Project Senses: This spell combines the Darkness Rune with the Truth Rune, allowing the sorcerer to send their senses into a patch of shadow, allowing them to see and hear everything as if they were inside the shadows.
  • Sense Lead: This spell commands the Darkness Rune within all nearby sources of lead to make themselves known. The sorcerer can then find the lead through the supernatural inky patches created.
  • Shape Lead: This spell combines the Darkness Rune within lead with the Movement Rune, allowing the sorcerer to mould and form the metal is if it were clay, and then to set it into a new shape.
  • Solidify Darkness: This spell combines the Darkness Rune within a patch of shadow with the Stasis Rune, allowing the sorcerer to touch and manipulate the shadows as if they were a solid object.
  • Summon Shade: This spell summons the Darkness Rune into a shadow, animating it to perform the sorcerer's will.

The Hepherones Texts
This series of first age Rinliddi scrolls predates Arkat, and is said to have been war booty gained during his invasion of Peloria. The texts were cleansed, purified, and examined for Truth. The resulting documents and exegesis form a grimoire that the Arkati use to manipulate the connection between the Middle World and the Other Side. Spells derived from the text include:
  • Dominate Spirit: This spell commands the Magic Rune within a spirit, allowing the sorcerer to give it irresistible commands.
  • Enhance Spirit: This spell summons the Magic Rune into a spirit, strengthening and reinforcing them, granting them temporary extra power.
  • Mystic Vision: This spell combines the sorcerer's Magic Rune with the Truth Rune, connecting the sorcerer's own connection with the Other Side, allowing them to sense the magical abilities of living creatures and objects.
  • Neutralize Magic: This spell dismisses the Magic Rune within an existing spell or other magical effect, cutting off its connection with the Other Side, and causing it to fail.
  • Protective Circle: This spell combines the Magic Rune with the Stasis Rune, creating an invisible, intangible wall around the sorcerer. This wall resists all magic passing one way or another, creating a sanctuary for the sorcerer.
  • Summon Spirit: This spell summons the Magic Rune, creating a connection with a known and named spirit, allowing the sorcerer to call them into the world.


Illumination
Although they would never use the term themselves, the House of Black Arkat is also a source of Illumination. Arkat's teachings of the original cosmos, before Gbaji's separation, provides the mystical awakening similar to Nysalorian Illumination. The House of Black Arkat prefers the terms gnosis, or wisdom, to refer to this state.
This allows members of the House to do many things others would regard as impossible, including uniting opposing powers and elements (as all things are merely a part of the original darkness; and joining cults normally opposed to each other, such as Argan Argar and Veskarthan (for the Illuminate knows that their feud is nothing before the cosmic truths.)
Most members who become Illuminated do so through their Darkness Rune, but other paths have occasionally occurred.

Esrolian Arkati, meditating on the Gods' War through the wisdom of Arkat.


Mage
A member of the House of Black Arkat with a rating of 11W or more in one of his grimoires, who has also become Illuminated may seek to become a Mage of the House.
Mages of the House of Black Arkat otherwise function as per the rules in HeroQuest: Glorantha, page 174.
Few Mages ever leave the walls of Arkat's Hold via its gates. Most spend their time in meditation and education, teaching the less learned of Arkat's secrets.
When they do leave Arkat's Hold, it is usually only to venture to the Other Side, to thwart Gbaji's deception and to seek the original world.
With the coming of the Hero Wars, this state of affairs will not be able to last, and the Mages of Arkat will be forced to refute Gbaji's deceptions directly.

Thursday, 26 May 2016

Iron Dwarves

Iron Dwarf armed for exploring the surface.
Mythos and History
The Ancient Mostali were meant to create. They were designed to shape, to work and to help, all to keep the World Machine functioning. When the trolls, elves, and others invaded the Spike and destroyed Mostal the World Machine, the Mostali were at a loss. The concepts of death and destruction was alien to them. So how could they defend against them?
This was the riddle of Iron. How making can lead to destruction. They turned living metal into an instrument of death, which then allowed them to turn simple tools into weapons, and protective garments into armour plating. It also allowed them to create the Iron caste.
Without Mostal, they could not make more Ancient Mostali, but they needed protectors. Each caste sent those who were most most flexible, most eager to learn the ways of war, and most disposable. They clad themselves in Iron, and armed themselves with the new weapons, and went out from the Spike to drive away the enemies of Mostal.
It was not enough. The enemy had great numbers, and the Mostali had few. Every hand which went to holding an axe or war pick was one which was not repairing the World Machine. Every death meant knowledge and skill which would no longer be around.
And so, in a moment of desperation, the Ancient Mostali created the Clay Mostali, known to men as dwarves. They were crude imitations of their predecessors, but they were well suited for their tasks. They had compact bodies, to work in cramped conditions, enlarged sensory organs, to see, hear, and smell better, and they were soft and able to be reshaped. While some were taught by the Ancient Mostali of the Spike, others were sent out, in armour of iron and bronze, to reinforce the Iron Mostali.
Then the disaster occurred, and the Spike was destroyed. Many dwarves, and almost all the Ancient Mostali were destroyed. The remaining Mostali and dwarves forged their own settlements in what redoubts and fortresses still remained, and eventually developed into the dwarven nations such as Nida and Greatway.


Nature of the Iron Dwarves
Iron Dwarves, like their Ancient Mostali predecessors, are not born to their caste. Instead, each is recruited from the ranks of the other dwarves; selected by virtue of their capacity for warlike behaviour, loyalty to the Mostali purpose, and (most dangerous of all) the capability for improvisation and the prediction of enemy actions.
While to outsiders Iron Dwarves seem as staid and inflexible as their kin, the Mostali learned the need for independent thought to oppose the other races during the Gods' War. Indeed, many Mostali stories are about how the Iron Mostali learned to adapt when the trolls or elves acted in unpredictable ways. (Such as tunnelling through the floor of a chamber, rather than walking straight into the waiting crossbows and axes of the Iron Mostali as had been expected.)


Organization
Each dwarven city will have a great barracks housing all the Iron Dwarves, attached to it are forges and armouries filled with weapons and armour. The dwarves treat these complexes as if they were temples to war, and any Iron Dwarf travelling from one settlement to another will be treated much like a wandering initiate to the same god, and given food and shelter within the barracks.
The Iron Dwarves of each settlement will typically organize themselves into units of eight dwarves, led by a ninth Iron Dwarf of higher rank, who acts as priest and military commander to the unit. Each unit will name themselves after their purpose within the dwarven hierarchy; such as the Nidan Expeditionary Forces, or the Rubble Trackers of Pavis.



Iron Dwarf Cultural Keyword
Dwarves are an advanced civilized culture based around the arts of Alchemy and Sorcery. They live in redoubts within mountains and deep underground, with only the Iron Dwarf caste being likely to see the light of Yelm. Their society is not organized along kin lines, which the dwarves see as horrific, but instead around occupations, with all kettle-makers being part of a particular close knit union, which are themselves part of the great caste of copper workers.
Dwarves are around four feet tall, but are typically so stooped and hunchbacked that they appear closer to a yard in height. Their skin runs the gamut of shades, from so pallid and clammy they could be mistaken for corpses, to dark and ruddy from working near flame and furnace. Many dwarves wear beards, but this is not universal; and the crude and ugly facial features of Iron Dwarves are concealed within helmets of iron and brass.
The Dwarves worship no gods, and placate no spirits. Instead their philosophy, called the Way of Mostal, is devoted to manipulating the elemental substances that make up the world, through Alchemy and Sorcery. The Way of Mostal guarantees immortality for those who follow it, as long as they perform their assigned tasks to keep the World Machine functioning.
Iron Dwarves speak the Mostali tongue, a completely alien language to other races and cultures, helping ensure they won't be overheard by outsiders. They will also know the language of the local humans, although they will often profess ignorance if they don't want to talk. All dwarves are literate, knowing the ancient ideograms of their language.

Dwarven names are based upon their occupation, and often seem more like titles. Deepseam, Goldeye, and Ironvoice are examples of such names given to miners, scouts, and diplomats. Many are also left in the ancient Mostali tongue, such as Belkstan, Arapan, or Iravain. Others use both their name and its tradetalk translation when dealing with humans, such as the legendary Chark the Liberator who brought Illumination to the dwarves.



Common Occupations of the Iron Dwarves
  • Alchemist: After warriors, alchemists are the most common Iron Dwarves. As their duty requires them to leave the safety of dwarven life, they are most in need of the ingenious devices of alchemy. Those who know how to make and use these devices are often given command over Iron Dwarf units, and are always given great respect.
  • Crafter: While all dwarves know the arts of creation, those who specialise in making common and useful goods are rarely turned into Iron Dwarves. Those who are are usually from the Brass Dwarves, and are trained in making weapons from Brass, and eventually the Death Metal Iron.
  • Healer: These will be former Tin and Quicksilver Dwarves, and will act as battlefield medics. They do have a reputation for eagerness, seeing amputation and replacement with a weapon or alchemical wonder as preferable to the risk of infection.
  • Merchant: These former Gold and Copper dwarves have the most unpleasant duty of all, talking and deal-making with the primitive humans nearby dwarven enclaves. 
  • Scribe: Repairing the World Machine requires many careful observations and lengthy note-taking to make sure all is following the schedule. Gold dwarves are often assigned as observers, recording copious information on the outside world.
  • Sorcerer: Almost always former Silver Dwarves, the war-mages of the Iron Dwarves usually focus on commanding elemental beings, and will often be able to change an entire battlefield in dramatic ways, such as turning solid rock into soft and treacherous sand.
  • Warrior: The prototypical Iron Dwarf. Dwarven warriors are almost entirely heavy infantry, although the few light infantry act as scouts and trackers for their allies. Dwarves do not use cavalry.



Panoply of Iron
Iron Dwarves count Flares, Smoke Bombs, and Compasses amongst their Panoply, finding them essential for their work. They also use Tanien's Water, although they still call it Dwarven Fire. (Well, technically they call it Liquefied Fire, but will use the name Dwarven Fire when dealing with humans)
  •      Disorder Keg. This small container is usually made of wood, although both stone and metal variant exist. Inside them is the dangerous Black Powder, which the dwarves claim is crystallized disruption. Certainly, those who have seen it in action would agree, for when the kegs are ignited or treated too roughly, they release a tumult of heat, flame, noise, smoke and wind.
  •  Thunderstick. One of the most infamous Creations of the Dwarves, the Thunderstick is a long iron and brass tube, given a trigger and a stock, and moulded into the likeness of an animal. The most common animal design is that of a sparrowhawk. When the trigger is pulled, a piece of Thunderstone is immersed into a small reservoir of Black Powder. The anger of the Thunderstone sets off the powder with a crack of thunder, while the powder's tumult launches a sling-bullet with deadly force and accuracy at whatever the Thunderstick is aimed at.
  • Igniter. A small Thunderstone is bound within an iron cage. When  the cage is squeezed it enrages the Thunderstone. The Thunderstone sends out a small lightning bolt, which is usually directed towards Black Powder, or other flammable objects.
  • Repeater. This Creation takes the form of a box which sits atop a dwarven crossbow. Inside it is a miracle of clockwork which loads quarrels and pulls back the bowstring, allowing a crossbow to be fired repeatedly without stopping, at magical speeds.
  • Opener. This small ze-metal raven's talon is marked with designs recalling the Movement Rune, including miniature cogs. Through their arcane movement, when the Opener is plunged into a sealed object, such as a locked door, the Opener forces it to move, allowing entry. For some reason, the Iron Dwarves mostly use this to open their sealed rations.
  • Farseer. This Creation is a cone of interlocking gold tubes. The interlocking nature allows the Creation to be shrunk for ease of storage. In each end of the Farseer is a disk of polished crystal called an Energy Canteen by the dwarves. When extended, these crystals activate the Truth runes marked along the tubes, and allow someone looking in the small end the vision of a hawk, thereby letting them see great distances away in great quality.
  • Pure Air Mask. This Creation is a leather mask, fitted with a prominent beak or nose like extremity. This beak is often also leather, but elaborate ones made of aluminium have been discovered. The beak contains a mass of Earthbone, riddled with small tunnels which attract miniature sylphs to dwell within. The sylph wards off the forces of Mallia, rendering the wearer immune to miasma and other toxic gases.
Dwarven sling bullet, marked with Thunderbolt on one side, and Law and Mastery Runes on the other.

Monday, 29 February 2016

Polaris



Mythos and History
Jenarong-Era depiction of Polaris

    During the reign of Yelm, the sky world was harmonious. Dayzatar, the brother of Yelm stood in the centre of the sky in peaceful meditation, and the sky people stood surrounding him, perfect and unmoving.
    Things turned wrong when the Disruptor came. A flaw had appeared in the sky, a dark hole, through which entered Umatum. He would not be still, and he would not be harmonious. He moved about the sky, causing destruction and disorder, until all the sky people were moving in his wake, unsure where to go.
    The sky people went to beg Dayzatar for his aid. He would have remained unmoved, for it was not his place to deal with the impure; but seeing the disruption caused by Umatum, he felt sorrow and anger.
    He took these feelings, and removed them from himself, creating Polaris, the pure fire. Satisfied, he returned to his meditations.
    Polaris, born fully formed, showed the sky people how to oppose Umatum, and drive him down below. With the Disruptor vanquished, the sky people tried to relax, but found they could not stand still. Umatum had used the last of his strength to wrench the sky world, and send it spinning. The sky people did not know where to stand, and were terrified.
    Having once been part of Dayzatar, Polaris knew where the Pillar God stood, and stood above him. He gave a mighty cry, and drew the attention of the sky people.
    As they all stood staring at him, he directed them to their places in the sky, and though they still moved with the turning of the world, they were still in the right places. In this way, Polaris restored harmony to the sky world. Polaris became a hero of the sky people, and married well, fathering many children.
    When Yelm was killed, many things went wrong. The Pillar God crumbled and burned, before turning into ash. This left a hole in the centre of the sky, beneath Polaris. Any lesser being would have fallen from sorrow at seeing the world below all at once, but Polaris had Dayzatar's mind, and was able to withstand the vision. He took some Steadfast, and built it into a wall around the hole. So perfect was his speed, that he could do this before any others approached the hole. When they came, and asked to see what was beyond the wall, Polaris refused.
    At first, many relented, and went back to their proper positions. But a few had too much curiosity, and kept begging Polaris. Polaris took those who remained, and made them swore sacred oaths to follow his every word, and never to repeat what they saw to others.
    So armed, these sky people looked down, and saw the world where Yelm had died, full of impurity and pain. Their hearts ached, but their oaths held, and they did not fall with sorrow.
    While Polaris was taking the oaths of the sky people; his son, the young god Lightfore, looked into the hole. He had not been sanctified by oaths, nor was he as great as his father. He could not stand the sight of the world, and left the cosmos in panic. Polaris mourned his loss, but would not relent in his duty, staying in the centre of the sky, to create harmony. When other holes were created in the sky world, Polaris picked a guard from the ranks of those who had sworn oaths to him. They would go to the hole and erect a wall, creating a small fortress to protect the sky against corruption. They became Polaris' followers, the Star Captains.
    Without Yelm, the gods of water were free to act wrongly once again. They raged against the land, but most of all, they hated the purity of the skies. One of them, the serpent Lorion, desired to taste the purity of Dayzatar himself, to corrupt him with its wetness; and would risk anything to accomplish this. It rose into the sky, bearing within itself, the other gods of water. The foulness in the heavens was so terrible that Dayzatar ceased his meditations. The pure god refused to be tainted by the serpent, even when it threatened to drown the sky world. Dayzatar knew only one thing could be done, he would need to seek out the child Lightfore, and would travel outside of the world and sky to do so.
    When the people of the sky heard this, they wept, for without Dayzatar, the serpent would devour them all. They begged Dayzatar to stay, or to allow them to follow him, but he could not. Instead, Dayzatar gave Polaris a crown and staff, and named him the General of Heaven, who all others must obey. Polaris' great leadership had saved the sky people before, and they were comforted and listened to him.
    Polaris instructed all of the sky people to retreat to the centre of heaven, and to make a great circle of steadfast to surround them all. He called this the Firmament, and when Lorion tried to devour the sky people, he found himself unable to even scratch it, and was diverted to form the celestial river.
    The Firmament was full of all the gods of light, and shone so brightly that the people of the world below could see it now that Yelm was gone. They called it the Celestial City, and tried to emulate it. Polaris felt pity upon them, and so he took part of his Purity, enough that he stumbled for a second, and turned it into a shield. He gave the shield to one of his Star Captains, who took it down to the most worthy man in the corrupt world.
    This was Urvairinus, he was one of Yelm's descendants, and was born on his father's chariot. War was his birthright, and sorrow his mother. He alone was noble enough to carry the Shield of Purity, but terrible enough to do what must be done. When he took the shield, he learned of Polaris, and how he had saved the sky world, and announced that he would do the same upon the earth.
He gathered up a hundred men, gave them the tools of war made by the crafters, and taught them of Polaris, he showed them how to stand, mirroring the Celestial City, with each man guarding his neighbour, and facing the four directions. He named this the Sunstand Formation, and it became the first of the arts of Polaris to be taught to man.
    When the barbarians came to attack Urvairinus, he took his hundred men to oppose them. The barbarians could find no weakness, no flaw in the Sunstand, and though they raged and wept, could not injure a single soldier. Urvairinus was glad, for Polaris had taught him how to protect his people, and he named Polaris the War God, and decreed all soldiers should worship him.
    With the devotion of many, Polaris was able to safeguard the sky world for many centuries, as well as the world beneath, through his followers, the mortal armies, and the Star Captains. And so it was until Dayzatar returned, atop the sky dome where only Polaris could see him. He spoke to his child, telling him of Lightfore, who had truly not gone mad, or been driven by fear, but only left because of what he had seen, the portion of Yelm, descending into the lands of the dead. Lightfore had gone after it, and had now succeeded in aiding Yelm, allowing the god to reascend.
    Lightfore returned to his father, mounted upon a magnificent steed, to proclaim the return of Yelm, and all the sky and earth rejoiced.


Nature of the Cult
Polaris is the Star Lord, General of Heaven, Keeper of the Sky Dance, and Post Top. He is the still centre of the sky, around which the heavens turn. He is patron of dancers, musicians, and, perhaps most importantly, the Dara Happan army.
After death, his worshippers know that they will be reborn in the sky world as motes of light. The most powerful of his followers will become Certami, the warrior gods of Heaven.


Depiction
Polaris is most commonly depicted as a Dara Happan warrior, standing upright, and garbed for battle. On his head rests a crown of tin, while his left hand holds a spear, around which is tightly wrapped a banner.
Plentonious believed that Polaris was the twenty-third figure on the first row on the Gods Wall, based on the stellar rune being borne on his hat. Despite this, the figure displays none of Polaris' attributes, and is dressed in the barbaric Zarkosite style.


Runes
Polaris is associated with both the Sky Rune and the Harmony Rune.

Sky Rune
Polaris is the General of the Sky World and Commander of the Celestial Host. He is the fury of the heavens, and his connection to the Sky Rune reflects this.
An incomplete list of the abilities Polaris initiates have been known to use the Sky Rune for includes: demoralize enemies, illuminate the battlefield, make their weapon burst into flames, purify food and drink, resist doubt and temptation, and summon and command lesser Star gods.
Initiates who are strong in the Sky Rune are loyal, honest, and pure.
Harmony Rune
One of the few martial gods who are connected to the Harmony Rune, Polaris has no power over healing or mending wounds, but instead his powers relate to the creation and restoration of order and proper motion; both in music and war.
An incomplete list of the abilities Polaris initiates have been known to use the Harmony Rune for includes: attract an enemy's attention, direct dancers or soldiers, inspire courage, move in formation, perform magnificent dances, rally troops, resist charge, untiring movement.
Initiates who are strong in the Harmony Rune are calm and patient.

Particular Likes and Dislikes
Polaris has a wide range of allies and friends. He is the General of the Sky, and so is friendly all other sky gods, and his martial power is respected by most other war gods, including ones of enemy pantheons. As the Master of Dance, and lover of Music; he is also popular with artists and commoners, who he has brought joy to through his gift.
His enemies include all gods who invade the sky world, including the barbaric Umatum, the serpent Lorion, and the smothering Netta. Through his feuds with these gods, he has made enemies of the elements of Storm, Water, and Darkness.


Cult Organization and Holy Places
Polaris' cult is so tied into the Dara Happan military, that it is impossible to separate the two.
Each regiment of the military, called Phalanxes number a thousand men, and are led by their High Priest. Many date back to the reign of Urvairinus and take their names from the ancient Stonewall he raised around Dara Happa.
Each Phalanx can be divided into ten Hundreds, or Centuries. They are led by a lesser Polemarch, who prays and commands in equal measure.
Raibanth, the home of the Dara Happan Emperor, is home to the greatest temple to Polaris in the Empire. However each Phalanx has its own temple, located in the regiment's home town, and said to be a watchtower on the Stonewall of Urvairinus.

Priests
Polaris' priests are known as Polemarchs, and have traditionally advised and blessed the commanders of the Dara Happan army. Since the start of the Third Age, the commanders have been entirely drawn from the ranks of the Polemarchs, blurring the lines between the positions.

Holy Days
Polaris' High Holy Day is held on the ninth day of Sacred Time. At this point, the Polemarches claim that the sky is in the most harmonious position, with the planets and stars in the correct places, and the sky dome perfectly balanced. On this day the ancient Dara Happan regiments return to their headquarters, and assume a formation based around the positions of the stars within the perfect sky while the Polemarches perform rituals of protection and cleansing.


Initiates

  • All initiates of Polaris must possess an affinity with the Sky Rune.
  • Polaris may be approached from either the Sky Rune or the Harmony Rune.
  • Only male citizens of Dara Happa may initiate to Polaris.

Subcults
Polaris had many followers and sons, the Star Captains of the sky world. Some of these beings are potent enough to be worshipped as subcults of Polaris.
Arraz
Arraz was Polaris' uncle, who had led the sky people when at peace, and yet was himself a servant of Dayzatar. He is the intercessor between the celestial mysteries and normal people. Arraz's subcult provides the Celestial Servant Feat.
Lightfore
Lightfore is the young god, who proclaims Yelm's rebirth by travelling the heavens through the darkness, mounted upon his celestial horse. Members of this subcult can use their Sky Rune to help with riding or fighting atop horses.
Molamin
While many of Polaris' children became focused on war, Molamin never lost his love of music and dance. While others descended to fight their enemies, Molamin descended to teach others of art. He turned barbarians into subjects by teaching them of art, and convinced many to give up their barbaric music. His worshippers can use their Harmony Rune to unite people.
Anaxial Dynasty fragment depicting a Stonewall Phalanx

Urvairinus
Urvairinus was the Emperor who created War, who turned the disorganized fighting rabbles into a great and mighty army, and raised the ten stonewall regiments of Dara Happa. This subcult provides the Stonewall Feat.

Devotees

  • An initiate of Polaris with a rating of 11W in their Divine Rune Affinity may dedicate themselves completely to Polaris and become a devotee.
  • Devotees are subject to the usual restrictions.

Feats
Devotees of Polaris may perform magic feats, repetitions of Polaris' mythic deeds. Some feats are restricted to a specific subcult of Polaris, while others are universal to the cult.

Celestial Servant
Arraz is the servant, he is Polaris' spear carrier, Dayzatar's brow-mopper, and the Queen of Heaven's foot-washer. While he himself may be among the greatest of nobility, he knows his role to serve others, and to go between them and those who are less noble than he. When the Celestial Gods give him instructions, no mortal man may instruct him otherwise, and any words he says are equal to those spoken by the Celestial Gods.
Fallen Star
When a Star Captain falls to the earth it is glorious and terrible. They are fire and light and purity enthroned within a physical form. Their gaze destroys the unworthy, and their spears turn ranks of men into nothing but ash. Even fallen, they do not touch the ground, hovering above it on wings, horses, or beams of light. Their arms and armour are pure gold, and they shine like the sun. Even the darkest battlefield glows in the presence of one of Polaris' servants.
Stonewall
Urvairinus travelled around Dara Happa, and raised ten mighty walls of stone. To provide the walls with life, he raised a regiment for each wall, to protect and worship it. As long as the men stood together, they were as unbreakable as the wall of stone, no stone or arrow could pierce their armour, no force could drive them back, and no doubt would beset them.

Lesser Star Gods
As lord of the heavens, Polaris commands vast hosts of lesser gods, particularly those who follow his role of guarding the stars. These include the Certami summoned by other Celestial gods.