Taal Cult____________________________

Description:  Lesser God; Young Gods pantheon; husband and brother of Rhya; brother of Ulric; father of Manann, Verena, Mórr, and the Dark Child Khaine (whose mother is Écate); first son of the Earth Mother.  Taal is the god of the wilderness and the storm.  His power controls the wind and the rain and drives waterfalls and rapids, avalanches and landslides.  Also, Taal is the Master of the Wild Hunt, as well as the lord of beasts, the forests, and the mountains.  All of the wild places of the Old World are under his control and all who venture into his realm are expected to show him proper respect.  To do otherwise, may incur his displeasure at the least, wrath at the extreme.  Taal is normally depicted as a powerfully-built man with long, wild hair, dressed in animal skins and wearing the skull of a great stag as a helmet.  Taal may even take the form of a giant stag, great bison, or bear.
   There is a great controversy between Wood Elves and Humans as to the nature of Taal.  To the Elves, Taal is only a composite of the Wood Elf spirits such as Torothal, mistress of rains and rivers, and Karnos, lord of beasts.  The Human perspective holds that the Wood Elven spirits, as well as Karog, god of rivers, are merely aspects of Taal.  Even more controversial is the view of the Druids who refer to Taal as the Antlered God, consort of the Earth Mother.  To them, the Antlered God is limited to the fertility rites associated with the Beltane (spring equinox).

Where Worshipped:  Taal is worshipped throughout the wilds of the Old World, especially in the north and east (notably Bretonnia, the Empire, Norsca, and Kislev).  Most of Taal's followers are the hunters, trappers, and others who depend on the natural world.  In some quarters, the worship of Taal is intermingled with that Rhya, goddess of fertility.  There are even some Elementalists who worship Taal, usually those whose beliefs are centered upon living harmony with nature, rather than manipulating it through sorcerous magicks.

Alignments:  Exclusively neutral.  Good and Evil are seen as man-made constructs and thus incompatible with nature.  Law and Chaos are abominations to the natural order and are prohibited.

Friends and Enemies:  Friendly with the cults of Rhya, Ulric, and Manann.  Friendly, but wary, to the cult of Earth Mother.  Neutral towards the other cults of the Young Gods.  Tolerance to the cults of the Elder Races, except those of the Wood Elves which border on antipathy.  Enemies of the Dark Children, Humanoid Daemonic, and Chaos cults.

Cult Symbols and Dress:  Initiates and Priests identify themselves with the following symbols: stag skull or stylized human head with antlers (representing Taal's aspect as lord of the beasts), or stone axe (for his aspect as weather god) with which Taal is said to use to cause thunder, lightning, and avalanches.  Priests wear robes of grey, dark brown, and drab green decorated with one or more of his symbols.  Token is a wooden medallion with either golden antlers or silver stone axe device.  Cult token may also be of other natural symbols: trees, mountain peaks, etc.  Scouts (Society of the Bear) identify themselves with the symbol of a bear, bear's paw, or necklace of bear teeth.  They tend to wear hooded cloaks and clothing befitting those living with nature, usually colored with browns and greens.

Cult Careers Available:  Initiate, Priest, Scout (Society of the Bear)

Distinguishing Principles and Doctrines:  Never harm any animal except in self-defense, for food, for need, or sacrifice.  Obey the laws of nature and only take as food the weak and sick, never the fit or strong.  Protect the natural world from destruction at the hands of those who would despoil the wilderness.  Give back to nature an equal measure of what one receives from it.  Always respect the animals of the wild, regardless of whether they are prey or predator.
   All Initiates and Priests must ritually hunt and capture an animal for sacrifice to Taal.  The sacrifice must be performed once per month during the dark of the moon.  In addition, all Priests must spend seven days and seven nights each year living alone in the wilderness such as a forest or mountain.  They must begin their vigil on the winter solstice, communing with nature throughout and subsiding on whatever they catch.  Further, all Initiates and Priests are prohibited from wearing metal armor, but they may use shields and any type of weapon except firearms and explosives.

Afterworld:  After death, the spirit of the deceased enters a wooded paradise.  In an eternal climate of mid-spring, the spirit finds rest after a life of toil and hardship.  Here, the spirit communes with nature and is at peace.  At times, spirits may engage in activities such as hunting, even though the quarry is never killed.  The hunt, in this case, represents the thrill of the stalk and pursuit of prey, not the final felling.  In addition, the spirit can assume any animal form and shapechange continuously as they desire.  Some will do so to match wits with another who is in the role of the hunter.

Temples and Shrines:  The vast majority of the temples to Taal are in, or on the edges of, the wilderness.  As there is no recognized center of worship, each temple is usually self-reliant and generally does not have much contact with any other.
   Temples to Taal are generally circular and built of rough, unmortared stone with conical roofs.  The oldest temples, which are found in the northern Empire (the largest of which is located outside of Wolfenburg in Ostland), have timber-framed roofs covered with thatch or turf.  Containing only a circular, central hearth, temples of Taal are empty.  There are no statues, altars, seats, nor any other furnishings.  The hearth is built up from the floor in two or three rows of stone walling and usually faced with bison or bear skulls.
   Shrines of Taal take several forms from miniature temples to sacred grooves like those utilized by the cult of the Earth Mother.  Grooves of Taal are marked by a skull of a stag, bison. or bear hung on the oldest (and largest) tree.  Mountain shrines take the form of a cairn topped by the skull of a stag, bison, or bear.  As a sign of respect, it is customary for all passers-by to add a stone to the cairn.

Saints and Heroes:   Saints and heroes of Taal are usually great huntsman, trappers, and priests whose knowledge of the wilderness and skills at dealing with its dangers are legendary.  One of these was Wolfgang Jäger, a priest who undertook the task of ridding the forest village of Altwald of the scourge preying upon its people.  For eight weeks Jäger stalked his prey.  The elusive creature continued to kill, but in a way that taunted Jäger.  Then on Geheimnistag 1652 IC, Jäger caught up to his quarry.  Over the next eight days Jäger battled a giant Minotaur, a creature whose height reached twenty feet, the largest on record.  At times, the hunter became the prey and the quarry became predator.  Finally, Jäger gained the upper hand and slew the Chaos creature.  He returned to the devastated village with the head and skin of the vile creature.

Cult Requirements:  Requirements for Laymen Status:  Automatic for children of cultists.  Applicants must be Human and free of the Chaos taint.  Subject to clerical review.
Requirements for Initiate Status:  Granting of Summon (Air) Elemental Node prayer is commonly acknowledged as a sign of a Calling.  Must be sponsored by a priest.
Requirements for Priest Status:  Approval by a priest of second rank.
Requirements for Scout Status:  Selection and approval by a priest of second rank.

Trials:  Trials set by Taal normally deal with the natural environment and elements, and challenge cultists to survive in harmony with them.  Cultists may be required to spend a number of days and nights in a forest or mountainous area.  Some may be commanded to hunt a powerful animal, such as a bear or bison, using only that which is provided by nature.  Other trials may demand clearing an area of despoiling Goblins or other monsters using skills in stealth, woodcraft, setting traps, etc.

Blessings:  A one-time bonus or automatic success with charm animal, concealment rural, game hunting, set traps, silent move rural, and spot traps skills.  Automatic success with hide, listen, observe, and sneak tests.

Penances:  Maintaining and cleaning all temples and shrines within a ten mile radius, performing servant duties for families living in the wilderness, planting trees and removing man-made objects to reclaim abandoned farmlands for nature.

Holy Days:  The principal holy day dedicated to Taal is the spring equinox, which marks the awakening of nature after its winter slumber.  Minor festivals and observances occur during the summer and winter solstices, and the autumn equinox.

Gifts:
Rank 1:  Granting of Animal Empathy prayer twice per day without MP cost.
Rank 2:  Granting of Follow Tracks prayer twice per day without MP cost, automatic success with charm animal skill twice per day.
Rank 3:  Granting of Create Bog prayer once per day without MP cost, automatic success with wilderness lore skill twice per day.
Rank 4:  Granting of Entanglement prayer once per day without MP cost, automatic success with sense chaos skill twice per day.
Scout:  Granting of Follow Tracks prayer twice per day, may use concealment rural and silent move rural skills once per day with a +20 modifier.

Cult Prayer Lists

Initiate
Required:  Animal Empathy, Bless Token, Heal Cultist, Light the Path, Obscure the Path, Seek Shrine, Summon (Air) Elemental Node
Honors:  Detect Magic, Gift of Tongues, Heal Petitioner, Vigilance
Rank 1
Required:  Animal Mastery, Beast Sense, Cure Poison, Follow Tracks, Heal Animal, Rising Mist, Sacred Circle, Sense Land, Summon Least (Air) Elemental
Honors:  Bless Shrine, Dispel Sorcery, Identify Divine Instrument, Learn God's Will, Sacred Warding, Soullink, Spread the Word, Summon Divine Counselor
Rank 2
Required: Bless Thy Servant, Giant Animal Mastery, Grant Greater Prayer, Make Thy Servant Whole, Sense Hidden Danger, Treat Illness
Honors:  Banish Lesser Numina, Faith Provides, Great Soullink, Great Warding, Pillar of Flesh, Summon Guardian
Rank 3
Required:  Blind Enemy, Create Bog, Decompose, Heal Injury, Heal the Faithful, Light of Day/Darkness of Night, Shelter of Elementals, Summon Lesser (Air) Elementals, Summon Swarm
Honors:   Banish Divine Servant, Banish Ensorcelment, Quicken Tree, Self Defense, Smite the Abomination, Summon Divine Servant
Rank 4
Required:  Barrier, Consecrate Altar, Drawing Down the Moon, Entanglement, Great Sacrament of Prayer, Summon Greater (Air) Elementals, Summon Wild Hunt, Sunbeam, Wereform
Honors:  Banish Divine Altar, Banish Elementals, Banish Profane Enchantment, Divine Vision, Godsfire, Scourge the Abomination, Summon Divine Avatar

Numina Forms
Counselor:  Spirit of a departed priest.
Guardian:  Guardians may be summoned in the form of a stag, bison, or bear.  Profile follows those of normal animals, but with an Int of 20 and 10 MP.  Spirit guardians may take the form of ghostly deceased priests.
Servant:  Spirit of a departed high priest.
Avatar:  Lesser aspect of Taal in the form of either a huntsman wearing a helm adorned with stag antlers or a mighty black stag.

Special Careers
  
Scout:  Society of the Bear
   A secret society dedicated to Taal and his role of protector of the wild places, the Society of the Bear are scouts whose skills in the wilderness exceed most men.  Individual Bear members are hired to escort small and large parties (up to small armies) through the wilderness.  Their only requirement is that those who are being led do nothing to despoil the realm of Taal.  Any group who fail to heed this requirement may find themselves led to, and abandoned in, the deepest and most isolated part of the wilderness.  There these offenders will face the displeasure of Taal.
   For career advance scheme, career exits, and trappings, see the Scout advance career, WFRP, page 104.  In addition to those skills listed, Scouts of the Society of the Bear include the skills of Heal Wounds, Herb Lore, Identify Plant, and Wilderness Lore.

Favored Cult Skills
Layman:  Animal Care*, Bind Wound, Fish, Identify Plant*
Initiate:  Dowsing, Game Hunting*, Herb Lore*, River Lore, Set Traps, Silent Move-Rural, Wilderness Lore*
Rank 1:  Acute Hearing, Charm Animal*, Concealment Rural, Follow Trail, Heal Wounds, Ride, Spot Trap
Rank 2:  Astronomy, Cure Disease, Excellent Vision, Secret Language-Ranger, Swim
Rank 3:  Night Vision, Orientation*, Secret Signs-Woodsman's
Rank 4:  Secret Signs-Scout, Sense Chaos

Sub-Cults and Honorary Orders:  None  

Cult Prayers

Summon (Air) Elemental Node
Prayer Rank:  Petty
Magic Points: 3+1 per additional turn
Range: sacred ground with 10 yards
Duration: 1 turn + 1 turn per additional MP
Area of Effect: one elemental node
Resistance: none
The cleric is granted the power to summon and command a single elemental node.  The invoking cleric may choose the form in which it is to appear, although the form is restricted to approximately one cubic foot in volume and is crudely formed.  The elemental node is bound to the cleric's service for the duration, and may be commanded to perform tasks at the cleric's request.  Elemental nodes can only performed very limited tasks (considerably less than least elementals).  The response of the elemental node to each command is determined by the Service tests against the node's Faithful and Vengeful scores.  See Divine Terms and Rules, "Service Traits and Service Tests," page ??, and Divine Summonings, "Elementals," page ?? for detailed discussions of elemental summonings and Service tests.  See Realms of Sorcery, Elemental Beings, "Elemental Nodes," page ?? for details concerning the abilities of elemental nodes.

Summon Greater (Air) Elemental
Prayer Rank:  Fourth
Magic Points: 16 + 1 per additional turn
Range: sacred ground with 10 yards
Duration: 1 turn + 1 turn per additional MP
Area of Effect: one greater elemental
Resistance: none
The cleric is granted the power to summon a single greater elemental.  Greater elementals choose the form in which it will appear, although the form is restricted to approximately six cubic yards in volume.  Unlike other elementals, the greater elemental is not bound to the cleric's service for the duration, rather they are available for that time to hear the cleric's request and consider it.  While greater elementals may agree to certain tasks, they will not perform any task that places them at risk (i.e. they will not enter combat on the cleric's behalf).  The response of the greater elemental to each request is determined by the manner in which the cleric appeals for their aid.  See Realms of Sorcery, Elemental Beings, "Greater Elementals," page ?? for details concerning the abilities, attitude, and temperament of greater elementals.

Summon Wild Hunt
Prayer Rank: Fourth
Magic Points: 30
Range: Sacred Ground
Duration: Until the hunt is completed or dawn breaks
Area of Effect: See below
Resistance: None
One of the strongest available to clerics, this prayer must be used only in the most desperate of situations (e.g., when a mighty Chaos warband of thirty strong led by a Chaos Hero is about to descend on a camp of a young noble lady escorted by three armed guardsmen).  The prayer grants the priest the power to summon the Wild Hunt into the world.  The Huntsman and his hounds appear facing the direction of their quarry, but waits for the cleric's request before sounding the horn (signaling that the hunt has begun).  The Huntsman, a large man with stag antlers and cloven hooves for feet, runs with the baying hounds as they pursue their prey.  He is armed with spear, sword, and bow.  Only the strongest of foe have any chance, remote that it is, to survive the hunt.

Huntsman
M	WS	BS	S	T	W	I	A	Dex	Ld	Int	Cl	WP	Fel	
9	85	55	9	9	22	85	6	75	85	85	85	85	55	

Magic Points: 40

6 Hounds of the Wild Hunt
M	WS	BS	S	T	W	I	A	Dex	Ld	Int	Cl	WP	Fel	
9	45	0	5	5	11	55	3	0	40	35	60	40	25	

Magic Points: 10

   Should the cleric summon the Wild Hunt for a trivial matter (e.g., killing a band of ten goblin wolfriders because the cleric and his four buddies didn't want to risk themselves in a battle), the Huntsman will appear without his hounds.  Facing the offending cleric, the Huntsman will announce that the cleric has incurred the wrath of Taal and punishment would be forthcoming.  There is a 10% chance that the punishment will result in the offending cleric will become the object of the hunt (in which the Huntsman will give the cleric a fifteen minute head start).  Otherwise, the Huntsman will simply vanished and the cleric will have to await Taal's decision.