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.