Difference between revisions of "Hearth Mother"

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[[https://wiki.rpg.net/index.php/Bazaar_Balazar Main Page]]
 
[[https://wiki.rpg.net/index.php/Bazaar_Balazar Main Page]]
 
The Hearth Mother is an ancient and venerated figure in Balazar myth and religion. It was she who kept a desperate band of frightened humans alive during the Great Darkness, nurturing them on her own hope and magic after the world died. She found a young mewling godling alone in the waste and raised him to be a great warrior with her three famous meals. This was Foundchild, also called simply the Hunter. They had one child here, named Votank, who populated the region with the tribes-people. Hearth Mother's cult is restricted to the women of the tribes. She is an idealized model for them and epitomizes their crafts. She is cited as the source of Cooking, Find Food Plants, Sewing, First Aid, and Treat Disease. and so her worshipers are adroit at those skills.
 
 
She also teach '''[[Ignite]]''', '''[[Healing]]''', '''[[Bladesharp]]''', '''[[Befuddle]]''', '''[[Glue]]''', '''[[Detect Enemies]]''', '''[[Mobility]]''', and '''[[Shimmer]]''' at half price, and so these spells are common among them.
 
 
In general each clan has a single leading elder, called Grandmother, rather like a Priestess. She is the only clan representative of the cult to have an allied spirit and to perform the appropriate responsibilities. Magic is not learned by the women in the usual manner, but instead they learn a point of magic every year of adulthood from the Grandmother. This knowledge is passed on in group ceremonies each autumn which are part of the women's secret rites. Elder women form a band of teachers and officials for women and are always treated with care and respect. However, when an elder feels herself to be too much of a burden to her family, she will often go off into the grasslands to die. It should be noted that the Grandmother also sits on the clan council.
 
 
The women usually gather about 60% of the daily food, except in Fire season when it is about 45%, and Dark season when it is about 15%. They also care for orphans and whelps.
 
  
 
Grandmother Sky is a goddess of unknown heritage. She has Hearth Powers and some Sky Powers and is also called Hearth Mother. She found Votank and raised him according to the local customs. Her mythology is normally concerned with helping Votank and the others of Votank's Hearth.
 
Grandmother Sky is a goddess of unknown heritage. She has Hearth Powers and some Sky Powers and is also called Hearth Mother. She found Votank and raised him according to the local customs. Her mythology is normally concerned with helping Votank and the others of Votank's Hearth.
 
The Grandmother Sky/Hearth Mother cult is not a standard one. Following the example in Griffin Island, the cult is only open to women. It grants no Divine Magic but every Sacred Time there is a festival where all the initiates of the cult gather in their sacred tents and summon spirit servants of the Goddess who teaches them Spirit Magic. The cult is engaged in teaching skills useful for home-making such as cooking, gathering, clothes making and child rearing.  
 
The Grandmother Sky/Hearth Mother cult is not a standard one. Following the example in Griffin Island, the cult is only open to women. It grants no Divine Magic but every Sacred Time there is a festival where all the initiates of the cult gather in their sacred tents and summon spirit servants of the Goddess who teaches them Spirit Magic. The cult is engaged in teaching skills useful for home-making such as cooking, gathering, clothes making and child rearing.  
  
 +
The women usually gather about 60% of the daily food, except in Fire season when it is about 45%, and Dark season when it is about 15%. They also care for orphans and whelps.
  
 
[[https://wiki.rpg.net/index.php/Bazaar_Balazar Main Page]]
 
[[https://wiki.rpg.net/index.php/Bazaar_Balazar Main Page]]
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===Spells===
 
===Spells===
Hearth Mother teaches lay members '''[[Ignite]]''', '''[[Healing]]''', '''[[Befuddle]]''', '''[[Glue]]''', '''[[Detect Enemies]]''', '''[[Mobility]]''', and '''[[Shimmer]]''' at half price.  She teaches no other spells.
+
Hearth Mother teaches lay members '''[[Healing]]''', '''[[Befuddle]]''', '''[[Glue]]''', '''[[Detect Enemies]]''', and '''[[Mobility]]''' at half price.  She teaches no other spells.
  
 
=Initiate Membership=
 
=Initiate Membership=
  
 
===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 worthHe 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 similarIntelligent animals are not acceptable.  Also he must know Peaceful Cut at 20%.
+
Any woman of the clan who has had her first child may become an initiate of Hearth MotherAnyone else who has lived for three years or more with the clan as a full adult may elect to become an initiate of the clanInitiates are primarily concerned with maintaining the sacred clan fires, used in cooking and for warmth.  In the Great Darkness, Hearth Mother maintained fire to keep her children warm and to protect them from enemies.   
  
 
===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.
+
Initiates help maintain the clan hearth flame.  They are required to gift a tithe to the ancestors of the cult by foodstuffs left at the clean hearth.
  
 
===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.
+
Initiates receive more respect than lay members. If an initiate is injured or ill, and cannot feed herself or her family, the cult will care for her through food donations brought in by members.
  
 
===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.
+
Initiates may learn cult skills at half price.
  
 
===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.
+
Initiates may learn the cult spells '''[[Ignite]]''', '''[[Healing]]''', '''[[Befuddle]]''', '''[[Glue]]''', '''[[Detect Enemies]]''', '''[[Fireblade]]''', '''[[Mobility]]''', and '''[[Shimmer]]''' at half price.   
 
 
=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=
 
=Rune Priesthood=
  
 
===General Statement===
 
===General Statement===
Rune Priests organize the hunts and often lead hunting parties alongside the Master Hunters. They often deal with other members of the tribe, as Rune Lords tend to be conceited and aloof. They are required to be hunters, and their DEX based skills need not drop to DEX x 5%, but can continue to increase. They are not permitted to purchase training.
+
In general each clan has a single leading elder, called Grandmother, rather like a Priestess. She is the only clan representative of the cult to have an allied spirit and to perform the appropriate responsibilities. Magic is not learned by the women in the usual manner, but instead they learn a point of magic every year of adulthood from the Grandmother. This knowledge is passed on in group ceremonies each autumn which are part of the women's secret rites. Elder women form a band of teachers and officials for women and are always treated with care and respect. However, when an elder feels herself to be too much of a burden to her family, she will often go off into the grasslands to die. It should be noted that the Grandmother also sits on the clan council.
  
 
===Requirements for Acceptance===
 
===Requirements for Acceptance===
Priests must be permanent initiates, have a POW of 18+, and know Canine Speech to at least 80%.
+
Priests must be permanent initiates, have a POW of 18+, and be nominated by the previous Grandmother.
  
 
===Restrictions===
 
===Restrictions===
Rune Priests have generally the same restrictions as Lords, but are not required to hunt and donate food to the tribeInstead, they oversee the distribution of food to the needy.
+
Rune Priests have the responsibility to look after the needs of the entire clanThey have a seat on the council of elders.
  
 
===Benefits===
 
===Benefits===
Rune Priests can keep for personal use 5% of the prey given to them for distribution.  They command much respect, but not as much as Rune Lords.  They may command the obedience of initiates and members in emergencies.  They are allowed to participate in the Great Hunt, with an eye to becoming the head of the cult.   The senior priest judges the contests and is required to always remain impartial.  He also receives the winner's beast as a trophy (as an incentive to choose the most impressive).
+
They may command the obedience of initiates and members in emergencies.  They are primarily concerned with the spiritual life of the clan, and are in charge of the center of the clan. They no longer participate in gather food and the physical maintenance of the clan, beyond delegating those tasks to other clan members.
  
 
===Rune Spell Compatibility===
 
===Rune Spell Compatibility===
Rune Priests of Founchild are restricted to one point spells and Concealment from the standard Rune Spell listThey may not Dismiss Elementals, nor call upon oneCult special rune spells are '''[[Sureshot]]''', '''[[Draw Beast]]''', and '''[[Beastmaster]]'''
+
Rune Priests of Hearth Mother have no divine spells of their ownHowever, they have the right to call on local shaman to teach them divine spells of associated cultsThese spells may be used as reusable divine magic, but require the aid of a shaman to relearn the spells.
  
 
=Subservient Cults=
 
=Subservient Cults=
  
 
===Spirit of Reprisal===
 
===Spirit of Reprisal===
Members grossly violating the principles of the cult are cursed by Foundchild himself so that the culprit has a strong, foul odor.  This will prevent him from sneaking up or stalking any beasts unless there is a strong wind blowing downwind, and incidentally makes him an outcast from his tribe until the odor goes away.  It is only removed upon proper repentance by the hunter.
 

Latest revision as of 16:36, 14 March 2017

[Main Page]

Grandmother Sky is a goddess of unknown heritage. She has Hearth Powers and some Sky Powers and is also called Hearth Mother. She found Votank and raised him according to the local customs. Her mythology is normally concerned with helping Votank and the others of Votank's Hearth. The Grandmother Sky/Hearth Mother cult is not a standard one. Following the example in Griffin Island, the cult is only open to women. It grants no Divine Magic but every Sacred Time there is a festival where all the initiates of the cult gather in their sacred tents and summon spirit servants of the Goddess who teaches them Spirit Magic. The cult is engaged in teaching skills useful for home-making such as cooking, gathering, clothes making and child rearing.

The women usually gather about 60% of the daily food, except in Fire season when it is about 45%, and Dark season when it is about 15%. They also care for orphans and whelps.

[Main Page]

Mythos and History[edit]

Before Time[edit]

The Hearth Mother is an ancient and venerated figure. It was she who kept a desperate band of frightened humans alive during the Great Darkness, nurturing them on her own hope and magic after the world died. She found a young mewling godling alone in the waste and raised him to be a great warrior with her three famous meals. This was Foundchild, also called simply the Hunter. They had one child, named Votank, who populated the region with the tribes-people.

Since Time Began[edit]

Hearth Mother has primarily been a cult of the women in Balazar. She is an idealized model for them and epitomizes their crafts.

Life After Death[edit]

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. Hearth Mother's worshipers follow the burial customs of their tribe, or else place their dead on raised platforms.

Runic Associations[edit]

The chief Runes associated with Hearth Mother are the Power Runes of ????? and ?????.

Nature of the Cult[edit]

Reason for Continued Existence[edit]

Hearth Mother teaches the clan how to find and harvest the primary portion of their diet, and teaches them how to prepare food. She maintains the fire of the hearth and pass the fire from generation to generation. The women of the clan trace their lineage back to Hearth Mother and the clan looks to the Matriarch for leadership.

Socio-Political Position and Power[edit]

Earth Mother's cult does not directly wield political power in the tribes. However, the Matriarch of each clan is part of the clan elders and she is always listened to. She represents the interests of the women of the clan.

Particular Likes and Dislikes[edit]

Hearth Mother likes or tolerates all the traditional male deities of the Balazarings.

Organization[edit]

Inter-Cult Organization[edit]

There is little or no communication between bands of worshipers. On the rare occasions that tribes meet for trade or festivals, the Hearth Mother worshipers confer with each other to exchange knowledge and pass along news.

Intra-Temple Organization[edit]

The Matriarch of the clan names her successor when she approaches her time to pass on. The Matriarch is always a mother with many living children and generally has grandchildren to be considered. She wields considerably power and influence in the clan. Her primary duty is to maintain the clan hearth fire and make sure that it never dies. She is also in charge of the education of the clan's children and the whelps.

Center of Power and Holy Places[edit]

There is no center of power. Every clan's hearth is sacred to the clan.

Holy Days & High Holy Days[edit]

Special rites are performed during Sacred Times.

Lay Membership[edit]

Requirements to Join[edit]

The prospective member must be a member of the clan. All members of the clan become lay members when they go through adulthood initiation.

Requirements to Belong[edit]

A lay member must participate in supplying the clan its source of food, must provide guidance and support to the children of the clan, and must help prepare clan meals.

Mundane Benefits[edit]

All members of the cult are guaranteed sustenance by the clan through their lifetime. The cult will provide sustenance to sick and injured members.

Cult Skills[edit]

The Hearth Mother cult teaches Cooking, Find Food Plants, Sewing, First Aid, and Treat Disease.

Spells[edit]

Hearth Mother teaches lay members Healing, Befuddle, Glue, Detect Enemies, and Mobility at half price. She teaches no other spells.

Initiate Membership[edit]

Requirements for Initiation[edit]

Any woman of the clan who has had her first child may become an initiate of Hearth Mother. Anyone else who has lived for three years or more with the clan as a full adult may elect to become an initiate of the clan. Initiates are primarily concerned with maintaining the sacred clan fires, used in cooking and for warmth. In the Great Darkness, Hearth Mother maintained fire to keep her children warm and to protect them from enemies.

Requirements to Maintain Initiated[edit]

Initiates help maintain the clan hearth flame. They are required to gift a tithe to the ancestors of the cult by foodstuffs left at the clean hearth.

Mundane Benefits[edit]

Initiates receive more respect than lay members. If an initiate is injured or ill, and cannot feed herself or her family, the cult will care for her through food donations brought in by members.

Skills[edit]

Initiates may learn cult skills at half price.

Spells[edit]

Initiates may learn the cult spells Ignite, Healing, Befuddle, Glue, Detect Enemies, Fireblade, Mobility, and Shimmer at half price.

Rune Priesthood[edit]

General Statement[edit]

In general each clan has a single leading elder, called Grandmother, rather like a Priestess. She is the only clan representative of the cult to have an allied spirit and to perform the appropriate responsibilities. Magic is not learned by the women in the usual manner, but instead they learn a point of magic every year of adulthood from the Grandmother. This knowledge is passed on in group ceremonies each autumn which are part of the women's secret rites. Elder women form a band of teachers and officials for women and are always treated with care and respect. However, when an elder feels herself to be too much of a burden to her family, she will often go off into the grasslands to die. It should be noted that the Grandmother also sits on the clan council.

Requirements for Acceptance[edit]

Priests must be permanent initiates, have a POW of 18+, and be nominated by the previous Grandmother.

Restrictions[edit]

Rune Priests have the responsibility to look after the needs of the entire clan. They have a seat on the council of elders.

Benefits[edit]

They may command the obedience of initiates and members in emergencies. They are primarily concerned with the spiritual life of the clan, and are in charge of the center of the clan. They no longer participate in gather food and the physical maintenance of the clan, beyond delegating those tasks to other clan members.

Rune Spell Compatibility[edit]

Rune Priests of Hearth Mother have no divine spells of their own. However, they have the right to call on local shaman to teach them divine spells of associated cults. These spells may be used as reusable divine magic, but require the aid of a shaman to relearn the spells.

Subservient Cults[edit]

Spirit of Reprisal[edit]