Herald Goodword
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Herald Goodword
Mythos and History
Issaries Goldentongue met a daughter of Lhankor Mhy, called Mother of Language. He courted her and performed many tasks to win her hand, and they had a son together, b ut they soon parted ways. Herald acted as a go-between when his parents were not talking and found out that he had inherited his mother's gift of languages and his father's communication skills. However, unlike his father, Herald did not trade in goods, but traded words and messages between people.
Herald performed many deeds in GodTime, bearing words of peace from orlanth to the Uz, Sorcerers and even Dragons. Everyone trusted Herald, for he never took sides.
Cult Ecology
Herald is the go-between, the carrier of messages. He is neutral and will carry messages for all. He dislikes Chaos, for Chaos cannot be trusted, but will carry messages to chaotic Gods if asked.
Heralds Runes are Communication (Trade) and Movement.
His Virtues are Honest, Reliable, Active, Brave and Dedicated.
Cult in the World
Herald is normally found as a subcult of Issaries, but there are special, cultists who worship Herald directly. The cult was stronger in the First and Second Ages, but the depredations of the Gbaji Wars, Dragonkill and End of Empires devastated both the cult membership and the cult's reason to exist.
In Prax, the cult suffered as elsewhere, but survived amongst the Zebra Tribe. Now, Heralds carry messages, despatches, proclamations, terms, news and tokens across the plains. They are trusted emissaries and can travel freely amongst the tribes of Prax.
With the Lunar invasion, Heralds have been used more often, with chains of zebras carrying their riders across Prax and beyond. There are even some staging posts that are also shrines to Herald, normally at Oases.
Lay Membership
The name of Herald is often invoked when trying to settle disputes or when carrying messages. Such invoking constitutes casual lay membership of the cult and costs 10L per week. Casual lay membership gives no benefits, other than bearing the good name of Herald.
Permanent lay members of Herald support the cult, but don't normally act as messengers or heralds. They are the zebra-tenders, the cooks, the parchment makers and those who keep the staging posts well maintained and ready for service. Such lay membership costs 10L per week, but the lay member may learn cult skills at normal cost.
Initiate Membership Children of initiates of herald may become initiates themselves without having to pass any tests. Others must pass the test of Holiness (POWx3 or succeed in 3 virtues) and succeed in three cult skills.
Membership costs 1 POW, as normal. Initiates must tithe 10% of their time and income to the cult, although time spent acting as heralds counts towards this.
Initiates may learn cult skills and spirit magic at half price. They may sacrifice for cult divine magic on a one-use basis as normal, with the obvious exception of Protect Message.
Cult Skills: Memorise, Orate, Quick Mount, Ride, Scout (Terrain), Speak (Language)
Quick Mount (Agility, Base 5%) This skill allows the user to jump onto the back of his mount and ride off quickly, thus gaining the element of surprise over any pursuers or competitors. The result of the skill depends on the level of success achieved: Fumble - The user misses the mount, falls and takes 2D6 falling damage Failure - The use lands on his mount without control and not in the saddle, he must make a special riding roll to gain control of the mount. Optionally, he must succeed in a POWx5% roll or take 1D6 damage to the abdomen. Success - He lands in the saddle and must make a normal riding roll to control the mount Special - He lands in the saddle in full control of the mount Critical - He lands in the saddle in full control of the mount and can set off immediately
Cult Spirit Magic: Glamour, Mobility
Priesthood Membership (Heralds)
Priests of the cult are called Heralds, although Herald is also a profession. Prospective Heralds must be skilled in both magic and cult skills in order to become Heralds. They must have 10 points of cult Divine Magic and have 90% in at least three cult skills. They must pass a test of succeeding in 5 cult skills and passing the Test of Holiness (POWx3% or succeeding in 5 cult Virtues).
Heralds may use spells reusably, with the exception of Protect Message. Heralds may sacrifice for the spell of Protect Message on a one-use basis. Heralds may attempt to gain an allied spirit, which is normally in the form of an awakened zebra or mount.
Common Divine Magic: All 1 point spells
Special Divine Magic: Memorise Message, Protect Message, Secure Saddlebags
Memorise Message (1 point, reusable, instant) This enables the recipient to memorise a message for delivery to a person or persons. The message can be of any length and the recipient of the spell forgets the message until he tells the named recipient or recipients. If the named person is dead, he can tell the message to his heir or representative. When he has told all the recipients, he permanently forgets the content of the message.
Protect Message (2 points, ritual ceremony, one use) This powerful spell is only cast when a message of utmost importance needs delivering. It requires a one hour ritual at the end of which the message is received, either physically, for instance on paper, or recited for the messenger to learn. Whilst the message remains undelivered and whilst the messenger devotes himself entirely to trying to have it delivered, any roll made in the course of protecting the message or delivering the message is powered, i.e. increased by one level of success, for example from a special to a critical. However, should the messenger be guilty of not trying to deliver the message, then the spell will end, and indeed Spirits of Reprisal may be sent after him.
Secure Saddlebags (1 point, reusable, duration special, stackable) This is a specialised version of the Lock spell. When cast on a set of saddlebags, or a satchel, the spell ensures the saddlebags or satchel will not fall off the mount or person to which they are attached. The caster expends a number of Magic Points when casting the spell and the saddlebags or satchel are kept locked shut as if under the influence of a Glue spell of that strength. Only the caster of the spell may open the saddlebags or satchel normally, in which case the spell expires. Each point of Secure Saddlebags in addition to the first affects another set of saddlebags or satchel, or acts as a multiple to the strength of the Glue. So, Harry the Herald casts Secure Saddlebags 4 on two saddlebags, stacking 10 Magic Points with the spell. Both sets of saddlebags are affected by a Glue 30 until he opens them.
Subcults
The cult of Herald is too small to normally support subcults, although Hero Cults are occasionally found at Herald Shrines. Herald cultists may sometimes be allowed to join subcults of the Issaries cult, depending on local factors and circumstances.
Spirit of Retribution
Those who transgress the laws of Herald, who destroy messages, refuse to deliver messages, falsify messages or act as biased intermediaries are struck down by Bad Tongue. Bad Tongue gives rthe transgressor an aura that is easily detected by anyone talking with him, this means he will not be welcome anywhere he travels. In game terms, he has a 50% penalty to any reaction roll when meeting new people and even when dealing with acquaintances.
Associate Cults
Issaries grants his son the spell of Path Watch
Notes
In Prax, the majority of heralds are from the Zebra tribe, but this is not the norm elsewhere. Heralds may use any mount and sometimes Praxian Heralds will ride horses when outside Prax.
The Pavis, Etyries and Issaries cults are trying to set up small networks of heralds, with staging posts in several of the Oases, allowing the heralds to perform their tasks more easily. These staging posts should, in theory, help all heralds, but in practice, a herald from an opposing faction may find that he does not get the best zebras or the most comfortable bed for the night. Some heralds do not associate with any of these factions, as they see them as a way of losing their neutrality.
Heralds are taught to speak languages. Their cult tongue is Tradetalk, but they also learn the local languages of their area and often learn languages from outside their area. So, Praxian Heralds learn Tradetalk, Praxian, Pavic, Sun Domer and New Pelorian. Few Heralds learn to read and write because they rely on their memories to learn messages. Also, a written message could be read by the herald and he could betray its contents willingly or unwillingly.