Myrmidia Cult________________________
Description:
Lesser God; Young Gods pantheon; daughter of Verena and Mórr; sister of
Shallya; foster-mother of Jeanne du Lac.
Myrmidia is the patron goddess of soldiers and strategists. In contrast to Ulric, who stands for
strength of combat and the frenzy of battle, Myrmidia represents the art and
science of war. She is commonly
portrayed as a tall, well-proportioned, young woman equipped in the style of
soldiers from the southern parts of the Old World. Myrmidia can also take the form of an eagle.
Where
Worshipped: Myrmidia is most popular in Tilea and
Estalia. She is also popular in
southern Bretonnia, even though her status of state cult in Bretonnia gave way
to the cult of Jeanne du Lac hundreds of years before. Myrmidia has a limited following in the
Border Princes, Marienburg, and the Empire (the latter of which already has two
war deities in Ulric and Sigmar).
Alignments:
Good and Neutral preferred. Law
tolerated. Evil and Chaos prohibited.
Friends
and Enemies: Friendly with the cults of Verena, Mórr,
Shallya, and Jeanne du Lac. Cordial
respect for the cults of the other Young Gods, Earth Mother, and Elder
Races. Limited tolerance for the cult
of Sigmar since that cult is viewed as a more modern and reasonable version of
the cult of Ulric, though no less arrogant.
Antipathy with the cult of Ulric as the cult is seen as barbaric and
uncaring for the well-being of followers where honor and victory on the field
of battle is concerned. This antipathy
seldom breaks out into open hostility.
Rather, the followers of both these cults would prefer to out-do the
other in the field of battle. Open
hostility to the cult of Ranald.
Enemies of Dark Children, Humanoid Daemonic, and Chaos cults.
Cult
Symbols and Dress: Initiates, Priests, and Templars identify
themselves with the following symbols:
spear behind a shield, perched eagle with wings spread, and blazing
sun. Priests wear white robes with red
edging and blue cowls. Symbols of
Myrmidia are usually seen over the left breast, but may be worn as a cloak
clasp instead. Token is a silver spear
behind a brass shield. Cult token may
also be a sword with a sun emblem on the hilt.
Templars of the Order of the Blazing Sun may wear the traditional
heraldry of the knightly class on plate armor, shield, and barding. A blazing sun head crest may be found on the
helms of the Order's members.
Cult
Careers Available: Initiate, Priest, Templar (Order of the
Blazing Sun)
Distinguishing
Principles and Doctrines: Enter battle only when strategies and
tactics have been developed for all conceivable eventualities to ensure victory
with minimal casualties. Always spare
an enemy who has surrendered. To kill
such an enemy is considered a craven and cowardly act, unbefitting a true
warrior. Always follow orders given by
a superior without question, unless such an order involves killing a
surrendered foe.
Afterworld:
After death, the spirit of the deceased enters a large hall. From there, they are separated according to
their rank in life. Those who were
commanders find themselves gathered around miniature terrain settings where
they plan strategies and tactics, deploy troops, and conduct military
operations. Spirits of cultists who
were rank and file troops resume those roles in these miniature
battlefields. To many, surviving these
battles mean possible promotion to field commanders. Casualties are never "fatal," just removed from play
until they are deployed again in another battle. After the battle, the commanders discuss the events while others
reset the terrain for the following series of battles.
Temples
and Shrines: In the days of the Remean Empire (circa -200
I.C. to 1000 I.C.), the main temple and seat of the cult was located in the
Tilean city-state of Remas. Other grand
temples were built throughout the lands of that Empire. With the decline of Remean power, the seat
of the cult moved to the Estalian city of Magritta where the Temple of Myrmidia
was enlarged to become the largest dedicated to the goddess. During the Crusadings against the Arabian
invaders, this temple was at the forefront of the battle to liberate the
Estalian kingdoms.
All temples of Myrmidia are subordinate to the temple in Magritta where
the Archecclesiastium (the governing council of the cult) is located. In addition, each temple is the diocesan
seat of the cult of Myrmidia. Temples
of Myrmidia are located in the citadels of most cities of any size throughout
the Estalian kingdoms and the Tilean city-states. Some cities in southern Bretonnia and the Empire (Nuln and
Talabheim) also have temples to Myrmidia.
Smaller temples and shrines can be found in areas where mercenaries from
the southern Old World are employed.
Given the land where her worship is most popular, the architectural
style of the Temples of Myrmidia usually follow that of the Estalia and
Tilea. They are square or rectangular
halls covered with elaborately domed and spiral roofs. Shallow reliefs of outsized weapons and
shields seemingly hang on the exterior walls of the temple. Shrines often take the form of miniature
temples with either statues of the goddess or free-standing sculptures of
stacked weapons, shields, and armor.
Saints
and Heroes: Saints and heroes of Myrmidia are often
great generals and strategists whose martial prowess and innovative military
techniques carry the day on the battlefield.
One such was the great Remean general, Crassius Gaius Caesare, who in 4
I.C. lead a counterattack against a hostile and rampaging tribe of Bretonni
bent on sacking the Remean trading colony at Brionne. The Remean outpost was besieged by a great host of Bretonni
warriors when Caesare arrived on the scene.
He executed an elaborate plan of laying siege to the besieging
Bretonni. The native people were not
prepared for that predicament and after a few days surrendered to the
Remeans. Another great general was the
High Priest Rodrigo Sancho Diaz Redondo de Zaragoz who led the defense of
Magritta against the initial assaults of the invading Arabian army in 1448 I.C. By denying the Arabians the city, the power
of the initial thrust was blunted, thereby allowing reinforcements from other
lands, notably Bretonnians, to arrive in the city by sea. The defense of Magritta is usually viewed by
historians as the turning point for Arabian fortunes in Estalia.
Cult
Requirements: Requirements for Laymen Status: Automatic for children of cultists. Any warrior may become an applicant, but are
subject to clerical review and approval in order to be accepted to the cult.
Requirements for Initiate Status:
Granting of Exalted Shield prayer is commonly acknowledged as a
sign of a Calling. Must be sponsored by
a priest.
Requirements for Priest Status:
For first rank, approval by the diocese to which the Initiate is
assigned. All other ranks are approved
by the Archecclesiastium.
Requirements for Templar Status:
Selection and approval by the local diocese from suitable laymen.
Trials:
Trials set by Myrmidia are always of a martial nature. They may include defeating an enemy champion
in single combat, holding down a vital flank with minimum troops, training and
leading a group of peasants in their village's defense, or leading a small
group through a siege to bring word of the plight of the besieged to relieving
troops.
Blessings:
A one-time bonus or automatic success with disarm, dodge blow,
and strike to stun skills.
Automatic success with fear and terror tests. A one-time bonus to WS.
Penances:
Fasting, personal weapon training, humbling menial services (e.g., cleaning
the stables), assignment to the baggage trains, assisting outfit's cooks and
servants.
Holy
Days: Commonly, followers of Myrmidia make
sacrifices at the beginning and end of military campaigns, as well as before
and after a battle. Otherwise, there
are no specific holy days sacred to the Myrmidia.
Gifts:
Rank 1: Granting of the Radiant
Armor prayer once per day without MP cost.
Rank 2: Granting of Smite
Thy Enemy prayer once per day without MP cost, automatic success with dodge
blow skill once per day.
Rank 3: Granting of Inspired
Fervor or Ward Portals prayer once per day without MP cost,
automatic success with strike to stun skill once per day.
Rank 4: Granting of Sunbeam
or Ward Battlements prayer once per day without MP cost, automatic success
with strike to stun skill twice per day.
Templar: Granting of Smite
Thy Enemy prayer once per day, may use strike to stun skill twice a
day with a +20 modifier.
Cult
Prayer Lists
Initiate
Required: Bless Token, Exalted Shield, Heal Cultist, Seek
Shrine, Vigilance
Honors:
Blessed Sacraments, Detect Magic, Heal Petitioner, Light
the Path
Rank
1
Required: Bless Shrine, Bless Weapon, Identify Divine
Instrument, Radiant Armor, Righteous Blow, Valor, Voice
of God
Honors:
Dispel Sorcery, Learn God's Will, Sacred Warding, Sanctuary,
Summon Divine Counselor, Ward Undead
Rank
2
Required: Bless Thy Servant, Grant
Greater Prayer, Inspired Attack, Know Enemies, Make Thy
Servant Whole, Smite Thy Enemy
Honors:
Banish Lesser Numina, Faith Provides, Great Warding,
Sense Hidden Danger, Summon Guardian
Rank
3
Required: Consecrate Lesser Instrument, Heal Injury, Heal
the Faithful, Inspired Fervor, Self-Defense, Smite the
Abomination, Ward Portals
Honors:
Banish Divine Servant, Banish Ensorcelment, Nullify Lesser
Instrument, Shelter Against Daemons, Shelter Against Undead, Summon
Divine Servant
Rank
4
Required: Bless Hero, Consecrate Altar, Consecrate Greater
Instrument, Godsfire, Preach the Word, Scourge the
Abomination, Sunbeam, Ward Battlements
Honors:
Banish Daemons, Banish Divine Avatar, Nullify Greater
Instrument, Summon Divine Avatar
Numina
Forms
Counselor:
Spirit of a famous deceased military commander or departed priest.
Guardian:
Guardians may be summoned in the form of an eagle. Profile follows those of normal animals, but
with an Int of 20 and 10 MP. Spirit
guardians may take the form of ghostly deceased soldiers or priests.
Servant: Spirit of a
departed high rank priest.
Avatar: Lesser aspect of Myrmidia
in the form of a tall, young woman equipped either in the ancient or more
recent style of the soldiers from the southern Old World.
Special
Careers
Templar: Order of the
Blazing Sun
Founded during the Battle of Magritta, the Templars of the Order of the
Blazing Sun embody the virtues of military planning, preparedness, and
execution of orders. The image of a
knight fighting alongside his fellow knights and crushing their opponents under
the hooves of their steeds is seen as a model of military ideal and
professional.
For career advance scheme, career exits, and trappings see the Templar
advance career, WFRP, page
106.
Favored
Cult Skills
Layman:
Bind Wound, Drive Cart
Initiate: Dodge Blow*, Ride, Secret Language-Battle Tongue*
Rank 1:
Disarm*, Specialist Weapon-Two-Handed, Strike to Stun*
Rank 2:
Orientation, Specialist Weapon-Flail, Strike to Injure*
Rank 3:
Heraldry, Speak Additional Language, Specialist Weapon-Hand Gun, Strike
Mighty Blow*
Rank 4:
Marksmanship, Specialist Weapon-Lance, Specialist Weapon-Pistol
Sub-Cults
and Honorary Orders:
Cult
Prayers
Ward
Portals
Prayer Rank: Third
Magic Points: 10 + 5 per additional day
Range: BMP yards
Duration: Until sunrise of the following
day
Area of Effect: All doors within BMP yards
or one defensive gate
Resistance: None
Once invoked, the cleric is granted the ability to provide some protection to doors or gates of a stronghold
against physical and sorcerous attacks.
All doors warded against such attacks add a +1 modifier to their T while
stronghold gates add a +2 modifier. In
addition, warded portals nullify any sorcerous or divine magic which could open
such portals without attacking them (such as the first rank prayer "Open").
Ward
Battlements
Magic Points: 20 + 10 per additional day
Range: BMP yards
Duration: Until sunrise of the following
day
Area of Effect: 20 ft section of
battlement or wall
Resistance: None
Once invoked, the cleric is granted the power to ward any battlement or
wall in which soldiers defend against melee and missile attacks. Missile attacks against these warded
structures and the soldiers who defend them are made at a -20 modifier to BS
(in addition to other modifiers, such as hard cover) and a -1 modifier to the
ES (Strength) of the weapon. For
example, a crossbow normally has a weapon ES of 4. Against a defender behind a warded wall, the weapon will have an
ES of 3. Attackers fighting over the
warded structures suffer a -10 modifier to WS (in addition to other modifiers,
such as hard cover) and a -1 modifier to the attacker's S. Once over the warded battlement of wall, the
attacker may melee without further effects from this prayer.
In addition, this prayer weakens the strength of sorcerous magic
directed at the warded battlement or wall.
All sorcerous spells suffer a -2 modifier to S. Further, defenders of the warded structure
gain a +10 modifier on saves against area of effect spells. Note that this does not effect spells which
are not area of effect, but can be targeted on an individual.