Difference between revisions of "Foundchild"

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(Initiate Membership - Great Hunters)
(Rune Lord Membership - Master Hunters)
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===General Statement===
 
===General Statement===
 +
Rune Lords are expected to be the epitome of Great Hunters. They should give freely and unselfishly of their catch to those who need it, though they must first feed themselves.  They must fearlessly fulfill the missions given them by tribal leaders.  They are in great demand in wartime as scouts.
  
 
===Requirements for Acceptance===
 
===Requirements for Acceptance===
 +
A Rune Lord must have a 90% ability in a missile weapon and Tracking.  In addition, he needs three more 90% skill chosen from among the following:  Camouflage, Hide in Cover, Move Quietly, Set Snare, Spot Hidden Item, Riding, Spot Trap, or Peaceful Cut.  He must also be a permanent initiate, and in the most recent Great Hunt have captured the east of the highest treasure factor of any initiate.  If he has captured a beast alive, it counts double for treasure factors.  Thus, only one Rune Lord is accepted per area per year, unless two or more candidates tie for first place (a rare event).
  
 
===Restrictions===
 
===Restrictions===
 +
Rune Lords must never show fear of an animal nor steal another's catch.  If called upon for some task by his tribe or cult, such as ridding the herds of a particular obnoxious predator, he must unfailingly fulfill it.  He is under obligation to punish (though not slay) anyone abusing the skills of hunting by wantonly killing prey or other misuse.  He must donate one prey animal per week to cult or clan.
  
 
===Benefits===
 
===Benefits===
 +
Rune Lords of this cult rarely wear much armor (and are not allowed to wear any during the Great Hunt) but if they desire it, and can obtain it, they may wear iron armor while on missions or during wartime.  They have the usual benefits of Divine Intervention.  The can command the obedience of cult initiates or members in emergencies.  A Rune Lord is qualified to be the head of the cult if he can win the Great Hunt by bringing in the greatest prize (measured in treasure factors, and this can include destructive intelligent beasts, such as dragons, or even giants).
  
 
=Rune Priesthood=
 
=Rune Priesthood=

Revision as of 21:31, 28 February 2017

[Main Page]

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

Rune Lords are expected to be the epitome of Great Hunters. They should give freely and unselfishly of their catch to those who need it, though they must first feed themselves. They must fearlessly fulfill the missions given them by tribal leaders. They are in great demand in wartime as scouts.

Requirements for Acceptance

A Rune Lord must have a 90% ability in a missile weapon and Tracking. In addition, he needs three more 90% skill chosen from among the following: Camouflage, Hide in Cover, Move Quietly, Set Snare, Spot Hidden Item, Riding, Spot Trap, or Peaceful Cut. He must also be a permanent initiate, and in the most recent Great Hunt have captured the east of the highest treasure factor of any initiate. If he has captured a beast alive, it counts double for treasure factors. Thus, only one Rune Lord is accepted per area per year, unless two or more candidates tie for first place (a rare event).

Restrictions

Rune Lords must never show fear of an animal nor steal another's catch. If called upon for some task by his tribe or cult, such as ridding the herds of a particular obnoxious predator, he must unfailingly fulfill it. He is under obligation to punish (though not slay) anyone abusing the skills of hunting by wantonly killing prey or other misuse. He must donate one prey animal per week to cult or clan.

Benefits

Rune Lords of this cult rarely wear much armor (and are not allowed to wear any during the Great Hunt) but if they desire it, and can obtain it, they may wear iron armor while on missions or during wartime. They have the usual benefits of Divine Intervention. The can command the obedience of cult initiates or members in emergencies. A Rune Lord is qualified to be the head of the cult if he can win the Great Hunt by bringing in the greatest prize (measured in treasure factors, and this can include destructive intelligent beasts, such as dragons, or even giants).

Rune Priesthood

General Statement

Requirements for Acceptance

Restrictions

Benefits

Rune Spell Compatibility

Sureshot

Draw Beast

Beastmaster

Subservient Cults

Spirit of Reprisal