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

Prayer Rank: Fourth

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.