Foundchild: Difference between revisions
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===Requirements for Initiation=== | ===Requirements for Initiation=== | ||
An initiate is one who has brought in a prey animal during the Great Hunt that exceeds ten treasure factors in worth. He must have slain it alone and unarmored. If an initiate performs this feat three years running, he becomes a permanent initiate. Alternatively, if the prospect bring in a beast worth 11+ treasure factors alive, he is made a permanent initiate on the spot! Such beasts include wild bison, bear, or something similar. Intelligent animals are not acceptable. Also he must know Peaceful Cut at 20%. | |||
===Requirements to Maintain Initiated=== | ===Requirements to Maintain Initiated=== | ||
He is more strictly bound to never waste animal life, and is forbidden to slay an animal needlessly (hunger is sufficient need). He must bring a fitting donation to cult thrice a season. | |||
===Mundane Benefits=== | ===Mundane Benefits=== | ||
Initiates receive more respect than lay members. If an initiate is injured or ill, and cannot feed himself or his family, the cult will care for him through food donations brought in by members. Permanent initiates may call themselves Great Hunters. | |||
===Skills=== | ===Skills=== | ||
Initiates may learn Camouflage and Snare Setting at half price. They may also learn Peaceful Cut for free and increase it through experience. They may may be taught Spot Hidden Items, Hide in Cover, and Move Quietly, as well, but at normal prices. | |||
===Spells=== | ===Spells=== | ||
If an initiate does not already know Speedart, it is taught to him for free. He may also learn Farsee, Binding, Mobility, Detect Life, Detect Traps, and Disruption (which is useful for small prey such as songbirds and rodents) at half price. Permanent initiates may sacrifice characteristic POW for one-use cult special Rune Magic. | |||
=Rune Lord Membership - Master Hunters= | =Rune Lord Membership - Master Hunters= |
Revision as of 04:13, 1 March 2017
Mythos and History
Before Time
Foundchild was first discovered by Hearth Mother during the Great Darkness. Though an infant when found, he rapidly grew to manhood. While doing so, he was nurtured and cherished by the woman, whose inner power had founded a group that struggled together to survive. Upon reaching adulthood, he taught them the use of death as a tool to bring life. He also taught the songs to send slain beasts' spirits back to their ancestors.
Since Time Began
After Time, Foundchild has chiefly been a god of hunters, and has many worshipers. His worship has developed into a fraternal society in which the strong are respected, and the weak are protected.
Life After Death
The followers believe that they will go to a Happy Hunting Ground after death. They will stay there for many years before again entering the cycle of birth/rebirth. Foundchild's worshipers follow the burial customs of their tribe, or else place their dead on raised platforms.
Runic Associations
The chief Runes associated with Foundchild are the Power Runes of Death and Harmony. Though Foundchild slays bests, he does so in order to save life, hence the Harmony Rune.
Nature of the Cult
Reason for Continued Existence
Balazarings supplement their regular diet with game. The cult of Foundchild supplies the hunters for this purpose. Most of the best hunters belong to this cult, and it provides occasion for these hunters to meet together.
Socio-Political Position and Power
Foundchild's cult does not directly wield power in the tribes. The opinions of the hunters are always respected in tribal councils, and many fear those following Foundchild's path. This cult decreases as civilization and agriculture encroach, but nomads will probably always worship him, and outdwelling peasants who hunt deer and rabbits may call upon his name.
Particular Likes and Dislikes
Foundchild is friendly towards Yelmalio and Orlanth. Those that wantonly slaughter animals without need incur his hatred. Born during the Great Darkness. Foundchild saw chaos closely and firmly opposes it.
Organization
Inter-Cult Organization
There is little or no communication between bands of worshipers. On the rare occasions that tribes meet for trade or festivals, the Foundchild worshipers seek each other out to boast, eat together, and trade hides.
Intra-Temple Organization
The greatest hunter of the clan is traditionally the head of the Foundchild cult. All others defer to him and show their respect. He cannot command obedience, but he can request it. Each year, during the three weeks just prior to Sacred Time, there is the Great Hunt and all followers of Foundchild participate, attempting to bring in the most magnificent creature. The winner is designated the First Hunter and the head of the cult, the next few are designated Great Hunters, and the rest are simply Hunters. This is explained further in the initiates section.
Center of Power and Holy Places
There is no true center of power, but the strongest foci of this cult are among non-herding tribes. The only important holy place is the site where Foundchild was discovered, in the Dog Hills.
Holy Days & High Holy Days
The weeks of the Great Hunt are sacred, but no special rites are performed until Sacred Time, when the champion hunters are chose.
Lay Membership - Hunters
Requirements to Join
The prospective member must be supported, at least partly, by hunting activity (whether by his parents or himself is irrelevant). This shuts out most townsfolk. The member must also have at least 30% skill with a missile weapon.
Requirements to Belong
A lay member must hunt and donate one prey mammal or bird per season to the tribe. He must never leave a slain animal to rot.
Mundane Benefits
As this cult is an exclusive brotherhood, the lay member gains the social benefits of hobnobbing with well known hunters. He also gains the title Hunter and may go on the Great Hunt.
Skills
The Foundchild cult teaches appropriate missile skills and Tracking to members at half price, as well as Peaceful Cut.
Spells
Founchild teaches lay members Speedart, Multimissile, and Silence at half price. He teaches no other spells.
Initiate Membership - Great Hunters
Requirements for Initiation
An initiate is one who has brought in a prey animal during the Great Hunt that exceeds ten treasure factors in worth. He must have slain it alone and unarmored. If an initiate performs this feat three years running, he becomes a permanent initiate. Alternatively, if the prospect bring in a beast worth 11+ treasure factors alive, he is made a permanent initiate on the spot! Such beasts include wild bison, bear, or something similar. Intelligent animals are not acceptable. Also he must know Peaceful Cut at 20%.
Requirements to Maintain Initiated
He is more strictly bound to never waste animal life, and is forbidden to slay an animal needlessly (hunger is sufficient need). He must bring a fitting donation to cult thrice a season.
Mundane Benefits
Initiates receive more respect than lay members. If an initiate is injured or ill, and cannot feed himself or his family, the cult will care for him through food donations brought in by members. Permanent initiates may call themselves Great Hunters.
Skills
Initiates may learn Camouflage and Snare Setting at half price. They may also learn Peaceful Cut for free and increase it through experience. They may may be taught Spot Hidden Items, Hide in Cover, and Move Quietly, as well, but at normal prices.
Spells
If an initiate does not already know Speedart, it is taught to him for free. He may also learn Farsee, Binding, Mobility, Detect Life, Detect Traps, and Disruption (which is useful for small prey such as songbirds and rodents) at half price. Permanent initiates may sacrifice characteristic POW for one-use cult special Rune Magic.
Rune Lord Membership - Master Hunters
General Statement
Requirements for Acceptance
Restrictions
Benefits
Rune Priesthood
General Statement
Requirements for Acceptance
Restrictions
Benefits
Rune Spell Compatibility
Sureshot
Draw Beast
Beastmaster