Ranald Cult__________________________
Description:
Lesser God; Young Gods pantheon; foster-son (more or less) of
Shallya. Ranald is the Trickster god, a
patron of rogues and gamblers. He is
generally portrayed as a Human male, a charming rogue who is an incomparable
thief and con man. Ranald can also take
the form of a crow, magpie, or black cat.
He is a roguish trickster rather than being evil or malicious, and is
ruled largely by his irrepressible sense of humor. It is said that his interest in larceny stems from his joy in the
humiliation of pompous and self-important merchants, rather than form
avarice. Ranald abhors violence of all
kinds, and would never condone violent crime, murder, or torture. The perfect crime in his eyes is the crime
which leaves no trace, and which is only discovered weeks or months later. This view of Ranald is exemplified by the
manner in which he reached godhood: tricking Shallya, the goddess of healing
and mercy, into giving him the gift of immortality.
Ranald has four aspects: Ranald the Night Prowler, the patron of thieves
and other rogues; Ranald the Deceiver, patron of tricksters, charlatans, and,
by implication, Illusionists; Ranald the Gamester, the patron of gambling and
luck; and Ranald the Protector, who protects his worshippers from official
interference, oppression, and tyranny.
Where
Worshipped: Ranald is worshipped throughout the larger
towns and cities of the Old World. His
worshippers are generally rogues, gamblers, and the lower classes.
Alignments:
Neutral is preferred. Law, Good,
Evil, and Chaos prohibited.
Friends
and Enemies: Friendly with the cult of Shallya, Rhya, the
Pilgrim, and Liadriel. Wary of the
other cults of the Young Gods as they represent the authorities who frequently
proscribe the worship of Ranald.
Indifference to the cults of the Earth Mother and the other cults of the
Elder Races. Enemies of Dark Children,
Humanoid Daemonic, and Chaos cults.
Cult
Symbols and Dress: Initiates, Priests, and Demagogues do not
distinguish themselves from the general public. For obvious reasons, symbols and other trappings distinguishing
the cult are either hidden or do not exist.
Those representing the cult make the sign of the crossed index and
second finger to identify each other. That
hand sign is also used as a sort of silent prayer and is suppose to bring good
luck. Some followers of Ranald may have
a repeating "X" design worked into their clothes. This design will always be hidden in some
other design and difficult to spot (test at I-20 to spot the design, followers of Ranald test without the
negative modifier).
Many people (including Ranald worshippers) wear a medal pendant with an
ornate "X" design as it is considered a good luck charm in the Old
World. This pendant does not normally
arouse suspicion except in areas where the worship of Ranald is suppressed and
has assumed the proportions of a witch-hunt.
In any event, these charms are seldom worn openly since it is believed
that its effect is lessened if openly displayed.
Cult
Careers Available: Initiate, Priest, Demagogue ("Rabble
Rousers")
Distinguishing
Principles and Doctrines: Informing to the authorities is considered
the vilest of sins in the eyes of Ranald and, therefore, forbidden. The use of violence, such as mugging and
murder, is prohibited by Ranald except in self-defense. Metal armor is prohibited as such are
usually worn by those whom violence is the way of life.
Tithing is required of cult members to ensure that Ranald's needs are
met. Cult members, Demagogues, and
Initiates must pay a tithe of 10% of all income from thieving and gambling to
Ranald's shrines, with a minimum of 10 Crowns per month. Priests pay a higher tithe commiserate to
their rank. For each rank, a Priest
pays an additional 5% and the minimum is increased by 5 Crowns per month. Moreover, all thefts and gambling sessions
must result in a minimum of a 5 Crowns profit per rank. Failure to meet this requirement will
require the Priest to undergo a trial.
Afterworld:
After death, the spirit goes to a large city where festivities never
end. Entertainers of all kinds roam the
streets plying their trade to the delight of everyone. Here, everything a rogue desires awaits
their pleasure. Even though the spirit
may not succeed at every endeavor, the cost of failure is not prohibiting. Spirits must still pick locks to enter
homes, but if caught by the "Watch," they are simply escorted to
another street to be caught up in the festive mood. This is paradise for those seeking never-ending pleasure.
Temples
and Shrines: As expected, Ranald has no formal temple
organization. In fact, he has no
temples at all, only shrines. Small
shrines dedicated to Ranald the Night Prowler are located in a number of
Thieves' Guilds. For Ranald the
Protector, small public shrines are located in the lower-class areas of many
cities, cared for either by the populace or by small loosely-organized
"shrine clubs." These shrine
clubs operate as both social and religious bodies and are generally located in
a back street or some other out-of-the-way location. In large cities, there are no more than one of this shrine clubs
in a given city ward or district. Those
Illusionists who follow Ranald frequently maintain a small shrine in some
private part of their homes. Small
shrines to Ranald the Gamester are often found in gambling dens and gaming
houses.
Saints
and Heroes: Saints and heroes of Ranald are often
rogues who rise above their humble (read: poor) origins and strike out against
the authorities by non-violent, but spectacular, means. One such was Hans Schaduwboren who became
renown for highly publicized thefts in Marienburg during 2349 I.C. His most famous (infamous to those upholding
the law) was the disappearance of a prized heirloom from the powerful van der
Kuypers family. Even though Hans
Schaduwboren was caught and hung (though many said it was someone else on the
business end of the rope that day), no trace of the items he stole were ever
found. Another hero of Ranald was
Selena Heimlich, a talented entertainer and mistress of the lute, who performed
for a number of the noble houses in the Empire during the 2420s I.C. Selena Heimlich used her skills to lull her
patrons, thereby enabling her to make off with various items from these families. When discovered, Selena Heimlich succeeded
in vanishing before she was caught.
Cult
Requirements: Requirements for Laymen Status: Automatic for children of cultists. Applicants must be rogues without a trace of
violent tendencies.
Requirements for Initiate Status:
Granting of Vigilance 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 Demagogue Status:
Selection and approval by a priest of second rank.
Trials:
The type of trial set for a follower of Ranald will vary according to
the aspect of Ranald worshipped by that individual.
Trials set by Ranald the Night Prowler normally involve theft. An individual may be required to steal
something famous and well guarded. Even
to steal it and then put it back without being noticed. Another type of trial may involve breaking
into the local station of the watch and leave some token there.
Trials set by Ranald the Protector involve causing problems for the
authorities. Examples include setting
up an incorruptible watch captain or kidnapping a city official and spiriting
him into a cell in the local jail.
Trials set by Ranald the Deceiver will involve trickery, generally directed
at a merchant or an official. It may
not be necessary to gain any profit in the venture, the deception itself is the
important thing. The deception should
not be penetrated until the individual involved decides to reveal it. Should someone in authority be made to look
foolish as a result of the deception, so much the better.
Trials set by Ranald the Gamester will always involve gambling or taking
chances with the odds stacked against the individual. An example is taking on a rigged game in a gambling house and
coming out ahead (especially if the game can be exposed without risk).
Blessings:
A one-time-use bonus or automatic success with blather, lightning
reflexes, luck, and palm object skills. Or a one-time-use bonus or automatic success
with bluff, bribe, gamble, hide, pick lock, pick
pocket, and search tests.
Penances: Cleaning
and maintaining shrines dedicated to Ranald, performing menial tasks at
thieves' guild locations, performing petty burglaries for other priests or cult
members, relegated to minor roles (such as lookout) for less talented thieves
and priests.
Holy
Days: Ranald has no formal holy days. For his followers, any given day is as good
as any other to engage in activities which please Ranald.
Gifts:
Rank 1: Automatic success
once per day with blather or palm object skills, granting of the Open
prayer once per day without MP cost.
Rank 2: Automatic success once per day with spot traps
skill, granting of the Evade Magic Alarm prayer twice per day without MP
cost.
Rank 3: Automatic success
once per day with luck skill, granting of the Sense Hidden Danger
prayer twice per day without MP cost.
Rank 4: Automatic success
once per day with bribery or dodge blow skills, granting of the Alter
Appearance prayer once per day without MP cost.
Demagogue:
May use charm skill with a +20% modifier twice per day, automatic
success with disguise skill once per day.
Cult
Prayer Lists
Initiate
Required: Bless Token, Detect Magic, Know Follower, Vigilance
Honors:
Gift of Tongues, Heal Cultist, Light the Path, Seek
Shrine
Rank
1
Required: Evade Magical Alarm, Fortune Smiles, Mask Sight,
Open, Sanctuary
Honors:
Bless Shrine, Cure Poison, Identify Divine Instrument,
Remove Minor Curse
Rank
2
Required: Artful Dodger, Distraction, Know Enemies, Sense
Hidden Danger
Honors:
Bless Thy Servant, Make Thy Servant Whole, Pillar of
Flesh
Rank
3
Required: Darkness of Night, Know Alignment, Self-Defense
Honors:
Blind Enemy, Heal Injury, Heal the Faithful
Rank
4
Required: Alter Appearance, Drawing Down the Moon, Preach
the Word, Wereform (Black Cat, Crow, or Magpie only)
Honors:
Consecrate Altar, Divine Vision, Remove Great Curse
Numina
Forms
Counselor:
Spirit of a departed rogue from the neighborhood or deceased priest.
Guardian: Guardians may be summoned in the form
of a crow, magpie, or black cat.
Profiles follow those of normal animals, but with an Int of 20 and 10
MP. Spirit guardians may take the form
of ghostly deceased rogues or priests.
Servant: Spirit of departed
priest or renowned rogue.
Avatar: Lesser aspect of
Ranald in Human form with the appearance of a handsome rogue.
Special
Careers
Demagogue:
Rabble Rousers
Rabble Rousers travel from city to city, large town to large town,
speaking out against the authorities who oppress the downtrodden masses. Their oratory usually enflame their audience
into rioting mobs, especially if the authorities attempt to silence the
demagogues. These riots also serve the
purpose of providing cover for other followers of Ranald who lead the
subsequent looting. In the mass
confusion of the riots, the Rabble Rouser frequently get away to turn up
another day in another city. Rabble
Rousers tend to follow the aspect of Ranald the Protector.
For career advance scheme, career exits, and trappings, see the
Demagogue Advance Career, WFRP,
page 96.
Favored
Cult Skills
Layman:
Acute Hearing, Flee!, Night Vision*, Secret Language-Thieves'
Initiate: Blather, Concealment Urban*, Lightning Reflexes*, Palm Object,
Secret Signs-Thieves'
Rank 1:
Evaluate*, Gamble*, Haggle, Pick Pocket*, Silent Move-Urban*, Spot Traps
Rank 2:
Disguise*, Embezzling, Luck, Pick Lock*, Sixth Sense
Rank 3:
Bribery*, Dodge Blow, Numismatics, Scale Sheer Surface, Wit
Rank 4:
Charm*, Seduction, Speak Additional Language
Demagogue: Charm*, Disguise*, Secret Signs-Thieves', Sixth Sense, Speak
Additional Language
Sub-Cults
and Honorary Orders: Some priests and cultists of Ranald also
worship his consort Darah, goddess of illusion and revenge. Cult lore has it that Darah was a mortal
with whom Ranald had a dalliance. When
he revealed his divinity to her (and broke all kinds of promises he had made to
her), Darah seethed with rage (especially when he left her) and Darah swore that
she would take her revenge on Ranald.
Hearing this and taking pity on the jilted woman, Rhya granted Darah the
same gift of immortality that Ranald received from Shallya. This, the fertility goddess decided, would
keep that roguish scoundrel in check.
To a limited degree Rhya's plan worked.
The time it takes Ranald to placate Darah is less time the Trickster has
to work his mischief.
Many of the cultists who worship Darah in conjunction with Ranald tend
to be those who have lost something important to some rival. This could range from a lost love to a
failed business. Anything that would
prompt serious consideration of revenge.
Although committing violence to the party causing the injury is
tempting, Ranald's stricture against the use of violence (except in
self-defense) is still enforced.
Cult
Prayers
Alter
Appearance
Prayer Rank: Fourth
Magic Points: 10
Range: Touch
Duration: BMP rounds
Area of Effect: One individual
Resistance: See below
The cleric is granted the power to alter the outward appearance of an
individual (including self) and their clothing/trappings. This alteration may change the individual's
height (up to one foot in either direction), weight (maximum 25 lbs.), body
shape, hair color and length, eye color, and other distinguishing
features. The specifics of the altered
appearance is determined by the invoking priest (with a 10% chance that Ranald
overrides the priest's decision in favor of his own). This prayer does not change the personality, age, or gender of
the individual. In addition, this
prayer does not allow an individual to assume the appearance of a specific
personality (such as the Emperor).
Anyone suspicious of the altered individual must test against
Intelligence with a -30% modifier to see through the alteration (Illusionists
and priests of Ranald do not apply the negative modifier). Other modifiers may applying depending upon
how the altered individual behaves and uses other appropriate skills (e.g.,
acting).
When invoked, the effect of this prayer takes effect immediately for any
willing follower of Ranald (including the invoking priest). Those who do not follow Ranald have a innate
resistance to this prayer and require a failed WP test to have their appearance altered. An unwilling follower of Ranald must also take a WP test to resist.