Solkan Cult__________________________
Description:
Lesser God; Gods of Law pantheon; brother of Alluminas (god of heavenly
illumination) and brother/consort of Arianka (goddess of law and
discipline). Solkan is the angry god of
vengeance and retribution. He is most
often depicted as a tall, intense and on the edge of fury. Solkan is usually attired either in shiny
armor or in black clothing with a wide brim black hat. In either appearance, Solkan is always armed
with his flaming sword of vengeance, Flammendrung.
The cult believes that Solkan was the foremost of the Law Gods who
allied themselves with the Earth Mother and the Young Gods in the first Gods
War against the Chaos powers. The
alliance was more one of convenience than of convergent beliefs. It was the Law Gods who advocated total war
with the goal of eradication of Chaos, even at the risk of destroying all. When the war ended in stalemate, the Law
Gods broke from the alliance. In
conjunction with Arianka, Solkan became the most unrelenting foe of Chaos. Sometime later, the complex machinations of
Tzeentch, the Changer of the Ways, resulted in the capture and imprisonment of
Arianka. Deprived of his sister/consort
(and receiving no help from his esoteric brother Alluminas), Solkan intensified
(if such was possible) his campaign against Chaos while searching for Arianka. Solkan also became the patron of law and
discipline at the time of Arianka's imprisonment.
Some scholars of divine matters believe the Law Gods to be another
manifestation of Chaos and point out that worship of the Law Gods did not
commence in any form until sometime after the coming of Chaos. Others say that the Gods of Law pursued the
Chaos powers into the world to continue their ages old war. Whatever the truth, all scholars of divine
matters agree it is safest not to discuss these matters within earshot of any
Gods of Law cultists.
Where
Worshipped: Solkan is worshipped throughout the Old
World. In the past, Solkan was the
principle deity of the now-extinct, militant Darian city-state of Solania. Solkan also enjoyed some popularity (which
varied with each Emperor) within the Remean Empire. Currently, the followers of Solkan are few compared to those of
the Young Gods (though more numerous than Alluminas).
Alignments:
Law required. Good is
unacceptable for it is too soft and unrealistic concerning the insidiousness of
Chaos. Because it is uncaring of and
blind to anything beyond the self, Neutral is also unacceptable. Evil and Chaos prohibited –– they are only
fit for extermination.
Friends
and Enemies: The cults of Sigmar and Ulric, seen as the
forefront of the weak Young Gods' struggle against Chaos, are afforded minimal
respect. Coolly neutral toward, though
somewhat contemptible of, the Earth Mother and Young Gods cults. Barely concealed disdain held for cults of
the Elder Races (they failed miserably in the first battles to eradicate
Chaos). Open hostility towards the cult
of Ranald for their flaunting of authority.
Enemies of the Dark Children and Humanoid Daemonic cults as they are
sometime allies of Chaos. Sworn enemies
of and possessing unbridled hatred toward all Chaos cults (the four powers and
the Horned Rat), including the renegade powers (e.g., Malal, Zuvassin).
Cult
Symbols and Dress: Initiates, Priests, Templars, and Witch
Hunters identify themselves with the symbol of the flame. Priests wear black hooded robes trimmed with
the colors of fire (reds, oranges, and yellows). Cult tokens are blackened iron with a fire opal embedded into its
center and usually represents a cleansing flame. Templars of Solkan may wear the only the symbol of the flame on
plate armor, shield, and barding.
Except for the shiny plate armor, all other armor is black. In addition to black, wide-brimmed hats,
Witch Hunters also wear black clothing and black armor.
Cult
Careers Available:
Initiate, Priest, Templars ("Knights of the Cleansing Flame"), Witch
Hunters ("Jurists")
Distinguishing
Principles and Doctrines: Always oppose and, if possible, exterminate
Chaos and its minions whenever and wherever they are encountered. Never allow those who are soft and blind to the
Chaos threat dissuade one from the primary task. Never allow others' opinions of oneself or Solkan to deter from
the primary duty. Always hold inviolate
the letter of the law (unless that law is counter to the above
principles). The so-called "spirit
of the law" concept is employed by those too weak to discipline
law-breakers. Always oppose foolish
"laws" which make a mockery of the natural order. Examples include edicts which would protect
servants of Chaos (mutants, cultists, etc.) and those that grant the lowly
classes (thieves, beggars, peasants) the same rights as those of higher
breeding (aristocracy). Never allow a
wrong to go unanswered.
Afterworld:
The spirit of the deceased merges with the divine body of Solkan to
strengthen the deity in his unceasing strife with Chaos. At times, Solkan may separate the spirit for
specific tasks. Such tasks include
strengthening living cultists in the struggle against Chaos, transmitting
Solkan's wishes through visions and dreams, and charging cultists to follow up
any leads on the imprisoned Arianka (said to be held in a glass coffin
somewhere in the world).
Temples
and Shrines: Once there were great temples dedicated to
Solkan. The two largest were located in
Solania (ruins of which are buried beneath the soil in the land of Border
Princes) and the Tilean city-state of Remas.
These temples were solidly built structures with outer columns
surrounding the exterior walls. The
columns and walls were austere in design, lacking ornamentation of any sort. The interior of the temples were unfurnished
except for an altar and podium upon which stood the Solkan "Book of
Laws" (lost in some past disaster).
What remains of the temple in Remas is largely ruins with only a small
portion still in use. Here, amid
uncaring masses (to whom the Chaos threat serves only to frighten wayward
children), remains the center of the cult and its hierarchy.
The temples' decline can be traced to increasing intolerance, fear, and
distrust of Old Worlders towards the narrow perceptions and rigidness of the
Solkanites. In accord with this decline
was the rise of the Solkan shrines where cultists meet in small, highly
cohesive groups. These shrines are
generally located adjacent to homes of a priest, near courtrooms, or housed at
a location purchased by cultists.
Outwardly, these shrines can not be distinguished from the surrounding
buildings. The interiors, however,
resemble the old temple interiors with only an altar and podium as furnishings.
Saints
and Heroes: The cult of Solkan doesn't recognize any
saints or heroes. Those who serve do so
for the greater glory of Solkan the Avenger.
Any personal vanities, such as reputation, are cast aside to better
carry out Solkan's will.
Cult
Requirements: Requirements for Laymen Status: Any who petition to join the cult must be
free of Chaos taint and approved by a Priest.
There is no automatic acceptance, even for children of cultists.
Requirements for Initiate Status:
Granting of Vigilance is commonly acknowledged as a sign of the
Calling. Must be sponsored by a Priest.
Requirements for Priest Status:
Approval by a council of Priests chaired by one of at least second
level.
Requirements for Templar Status:
Selection and approval by a council of Priests (chaired by one of at
least second level) from among suitable laymen.
Requirements for Witch Hunter Status:
Selection and approval by a council of Priests (chaired by one of at
least second level) from among suitable laymen.
Trials:
Trials set by Solkan generally involve confronting and defeating Chaos
encroachments. Examples include
destroying Chaos shrines, clearing an area of marauding bands of Chaos
creatures, and exposing (at great personal risk, naturally) Chaos infiltration
at high levels of society.
Blessings:
A one-time bonus or automatic success on fear, terror, poison,
disease, and other tests made to counter the special attack forms of any
servant or creature of Chaos. Or
perhaps, a one-time or automatic success with dodge blow, follow
trail, sense chaos, sense magic, or shadowing skills.
Penances:
Fasting, performing menial tasks, silent vigil in some remote place.
Holy
Days: There are no specific holy days dedicated to
Solkan as the threat of Chaos is unrelenting and cultists must be ever
vigilant.
Gifts:
Rank 1: Granting of Righteous
Blow prayer once per day at no MP cost.
May use sense chaos or shadowing skills with a +10
modifier.
Rank 2: Granting of Detect
Chaos or Protection from Chaos Taint prayer once per day at no MP
cost. May use sense chaos or dodge
blow skills with a +20 modifier.
Rank 3: Granting of Smite
the Abomination or Sword of Cleansing Flame prayer once per day at
no MP cost. May use torture
skill with a +20 modifier.
Rank 4: Granting of Intervention
or Scourge the Abomination prayer once per day at no MP cost. May use immunity to disease or strike
to stun skills with a +20 modifier.
Templar: Righteous Blow
and Sword of Cleansing Flame prayer once per day, may use dodge blow
or strike to stun skills twice per day with a +20 modifier.
Witch Hunter:
Detect Chaos and Protection from Chaos Taint prayer once
per day, may use follow trail, shadowing or torture skills
twice per day with a +20 modifier.
Cult
Prayer Lists
Initiate
Required: Bless Token, Exalted Shield, Light the Path,
Shadeward, Vigilance
Honors:
Blessed Sacraments, Detect Magic, Heal Cultist, Know
Follower, Seek Shrine
Rank
1
Required: Bless Weapon, Follow Tracks, Learn God's Will,
Righteous Blow, Sacred Warding, Ward Undead
Honors:
Bless Shrine, Cure Poison, Dispel Sorcery, Leap
of Faith, Sacred Circle
Rank
2
Required: Detect Chaos, Great Warding, Inspired Attack,
Know Enemies, Protection from Chaos Taint, Smite Thy Enemy
Honors:
Grant Greater Prayer, Make Thy Servant Whole, Nullify
Prayer, Sense Hidden Danger
Rank
3
Required: Consecrate Lesser Instrument, Inspired Fervor, Shelter
Against Daemons, Smite the Abomination, Sword of Cleansing Flame,
Ward and Seal
Honors:
Banish Ensorcelment, Heal Injury, Nullify Lesser
Instrument, Shelter Against Undead
Rank
4
Required: Banish Daemons, Barrier, Bless Hero, Consecrate
Greater Instrument, Godsfire, Intervention, Scourge the
Abomination, Sunbeam
Honors:
Banish Profane Enchantment, Banish Undead, Consecrate
Altar, Divine Vision, Grant Sacrament of Prayer, Nullify
Greater Instrument
Numina
Forms
(NOTE: Solkan does not provide for the
summoning of any numina form by his clergy.
Rather, he sends them for his own purposes.)
Counselor:
Spirit of departed priest, templar, or witch hunter.
Guardian:
Solkan only provides spirit guardians.
These usually take the form of ghostly deceased priest, templars, and
witch hunters.
Servant: Spirit of a
departed high ranked priest.
Avatar: Lesser aspect of
Solkan in the form of either a warrior in a shiny breastplate and blackened
mail armor or a darkly-clad witch hunter with a wide-brimmed black hat. In any form, the lesser aspect will be armed
with a flaming sword.
Special
Careers
Templar: Knights of the Cleansing Flame
Founded in the latter stages of the Remean Empire and gaining notoriety
during the Crusading Wars against Araby, the Knights of the Cleansing Flame are
dedicated to confronting and destroying Chaos in whatever form it can be found. Their primary enemies (if any) are the
Khornate Disciples of the Red Redemption for the slaughters and other
atrocities they committed against both sides during the Arabian wars. Other enemies of choice include followers of
Tzeentch and the Horned Rat for their patron's part in the kidnapping of the
Law Goddess Arianka.
For career advance scheme, career exits, and trappings see the Templar
advance career, WFRP, page
106.
Witch
Hunter: Jurists
Jurists are the cult's clandestine agents devoted to the task of hunting
down and destroying Chaos, its minions, and allies (including Daemonologists
and, at times, Necromancers) throughout the Old World.
For career advance scheme, career exits, and trappings see the Witch
Hunter Advance Career, WFRP,
page 106. Additional skills are listed
below.
Favored
Cult Skills
Layman:
Bind Wounds, Law, Silent Move Urban
Initiate: Orientation, Sense Chaos*, Shadowing, Spot
Traps
Rank 1:
Dodge Blow, Set Traps, Sixth Sense
Rank 2:
Follow Trail, Strike Mighty Blow, Torture*
Rank 3:
Immunity to Disease, Strike to Injury, Strike to Stun
Rank 4:
Sub-Cults
and Honorary Orders: None
Cult
Prayers
Sword
of Cleansing Flame
Prayer Rank: Third
Magic Points: 15
Range: Touch
Duration: 1d6+3 rounds
Area of Effect: One sword
Resistance: None
The priest is granted the ability to cause one touched sword to become a
magical flaming weapon for the duration of the prayer. In addition this prayer grants the wielder of
the sword of cleansing flame a temporary increase of +10 to WS and +1 to
Strength.
Non-flammable creatures receive 1d6+2 wounds at the strength of the
wielder. Flammable creatures receive
2d6+4 wounds at the strength of the wielder.
Flammable objects struck by the sword of cleansing flame burst into
flame.
The sword of cleansing flame is especially ruinous to Daemons and
Chaotic beings, causing 3d6+6 wounds at the strength of the wielder. Also, such creatures must make an Instability
test immediately.
Intervention
Prayer Rank: Fourth
Magic Points: 25
Range: BMP yards
Duration: 1d3 hours
Area of Effect: One cultist (may include
invoking Priest)
Resistance: None
The prayer grants the cleric an appeal to his patron for a Divine
Servant or Avatar to possess a cultist (or invoking Priest) during an extremely
dire situation (e.g., being surrounded by a Chaos warband led by a Greater
Daemon). The possessed cultist assumes
the profile and abilities of which divine being (numina) has entered to take
charge of the situation. In the case of
Avatar possession, the effected cultists also grows in height to that of a
Greater Daemon and may cause fear in creatures of less than 10 feet in
height. Note: the possessing spirit
will always follow the dictates of their patron deity.
There is a high degree of risk to the possessed cultist, however, in
that the driving force of Solkan's burning passions may consume the
cultist. The effected cultist must test
vs. Toughness x 10, adding a +20 modifier if possessed by a Divine Servant or a
+10 modifier if an Avatar possession.
Success means that the cultist will be exhausted and unable to perform
strenuous activities for the following 1d3 hours. If failed by 20 or less points, the cultist suffers 1d6 wounds at
strength 5 from burns inflicted by the possession. If failed by over 20 points, the cultist suffers 2d6 wounds at
strength 10.