Ulric Cult___________________________
Description:
Lesser God; Young Gods pantheon; Brother of Taal and son of the Earth
Mother. Ulric is the god of individual
valor and ferocity. Lord of Winter,
which in the cold northern lands challenges each man to survive on his
own. Lord of Wolves, symbol of the
relentless hunter who separates the weak from the strong (and the Ravening Wolf
of Winter's Hunger). Particularly
admired by those who place individual valor above all else and seek berserk
frenzy in battle. Worshipped by
soldiers about to enter battle, pit-fighters and judicial champions before a
bout, peasants to hold off winter's fury, and hunters when after dangerous
game.
Ulric is portrayed as a massive warrior, armored in the style of the
barbarians who inhabited the Empire several centuries ago, and wearing a silver
grey wolf-skin cloak. He can also take
the form of a huge silver-grey wolf.
Ulric is a distant, harsh and unforgiving god, who expects his followers
to stand on their own two feet, putting their faith in martial prowess. He despises weakness, cowardice, and
trickery, and expects his followers to always take the direct approach to
solving a problem.
Where
Worshipped: Throughout the Old World as ancient god of
war and winter. Most common in the
Empire, Kislev, and Norsca (there known as Olric). Dominant cult of Kislev and Norsca. Formally dominant in northern Bretonnia until the Myrmidia cult
from the south replaced it. Former
state cult of the Empire, rivals cult of Sigmar for popularity.
Alignments:
Neutral, Law, and Good are preferred.
Evil and Chaos are prohibited.
Friends
and Enemies: Closely allied with the cult of Taal and
Rhya, friendly with the cult of Manann.
Considers cult of Ranald to be a bunch of craven cowards. Cordial respect towards the cults for other
Young Gods and Earth Mother (especially those with wolf familiars). Limited respect towards Myrmidia and Jeanne
du Lac as both dilute a warrior's worth by overburdening them with strictures
that prevent a warrior from devoting themselves to battle and honor. Coolly correct and competitive towards cult
of Sigmar.
A secret faction still promotes the Sigmarian Heresy, the belief that
Sigmar is not a god, but a great hero whose reign was blessed by Ulric. Clerics of Sigmar are at best dupes or, at
worst, active allies of the Daemons who give them their powers. This doctrine was outlawed as heresy by the
Concordat of Nuln, 2304 I.C., ratified by the High Priests of Ulric and
Sigmar. This fanatic faction of
Ulricans, some of whom are high-ranking members of the cult, seek to restore
the heresy as dogma and resume the persecution of Sigmarites.
Barely concealed contempt for the weak Elder Race cults as their time
has long passed. Sworn enemies to Dark
Children, Humanoid Daemonic, and Chaos cults.
Cult
Symbols and Dress: Initiates, Priests, and Templars identify
themselves with the following symbols: the White Wolf (a pack of which freely
roams the confines of the Cathedral in Middenheim); a great two-handed axe,
castle walls, a mountain blanketed in snow.
Priests wear black, unornamented wool or linen hooded robes with a head
of a white wolf sewn on the left breast and a wolf fur cloak (3rd rank and
higher have one of silver-grey). Token
is a bronze pectoral with a wolf's head enameled in white. Cult token may also be a two-handed axe or a
great spear with a wolf rune graven on the blade. Ornamentation is unnecessary-- let your actions speak for
themselves. Templars of the White Wolf
may wear the traditional heraldry of the knightly classes on plate armor,
shield, and barding. Wolf's head crest
on helm with wolf-skin cloak. Shield
has personal heraldry recounting family and personal honors. Other Templars forego the shield and the
lance in favor of a double-handed warhammer.
The Order of the Ravening Pack wear simple peasant clothing with the
symbol of a white wolf on their right breast.
The Fangs of Winter dress as mercenaries, favoring the color black. Their shields bear the device of the White
Wolf.
Cult
Careers Available: Initiate, Priest, Templar (Templars of the
White Wolf), Demagogue (Order of the Ravening Pack), Fanatic (Fangs of Winter).
Distinguishing
Principles and Doctrines: A brave man dies but once, a coward dies a
thousand deaths. When all else fails,
take direct action. A true warrior
needs no trickery. Always obey a
superior, never refuse an order. Never
refuse a direct challenge.
"Modern" weapons (gunpowder, artillery, crossbows, fire-bombs)
are weapons of cowards and are to be shunned.
Bonfires are sacred, never allow the fire of a shrine or temple to go
out. Oppose Chaos wherever it is
found. Never flee a fight unless facing
overwhelming odds and the greater
good of the cult would be served by such a flight. War is good, for Man achieves his full potential in
conflict. Man must rely on himself, for
the Elder races are dying, decadent, and weak.
Afterworld:
After death, the spirit goes to a forest eternally shrouded in
winter. There, the souls will hunt with
the Wolf Pack, battle each other in berserk frenzy, get killed and be
resurrected each day. Yes, it's
Valhalla.
Temples
and Shrines: Seat of the cult is Middenheim, known as the
City of the White Wolf. Subordinate
seats of the cult are located in the cities of Kislev and Olricstaad
(Norsca). Provincial prelates are
established in the Imperial City-States (e.g. Altdorf), capitals of the
Northern Provinces (e.g. Carroburg), and the larger cities of Kislev (such as Erengrad
and Praag) and towns of Norsca. Always built of stone (though older
temples in the North and Norsca may be of wood), temples of Ulric are in square
shape with a central dome. An eternal
fire burns within, kept alive by priests or laymen. The external walls are decorated with battlements, and the
doorway surmounted by a wolf's head engraved onto the keystone. Within is a statue of Ulric, flanked by
snarling wolves. Usually of stone, they
are also of painted wood. The walls
have weapons hanging from them, and trophies of enemies defeated by local
cultists. Administrative and
residential areas are in barracks attached to the main structure. The great temples are often built like
castles. The interior decorations are
sparse, and usually represent scenes of winter combat.
Saints
and Heroes: Saints and heroes of Ulric are often great
warriors who strive against all odds and usually fall in a great battle while
killing most, if not all, of their enemies.
Some heroes are Ulrican priests who lead others in suicide missions
against forces of Chaos. In 2421 I.C.,
one priest, Gotthard Kepler, led the entire male population -- and some of the
women and children -- of the Middenlander village of Kopfkrank in a brave
crusade to eradicate the Chaos Warband of Giacomo Bloodhand. They were surrounded and slaughtered,
including Kepler (vicious rumor by the unfaithful had it that Kepler died from
a lucky blow landed by a Snotling).
Cult
Requirements: Requirements for Laymen Status: Automatic for children of cultists. Applicants must be free of the taint of
Chaos, and pure human. Subject to
clerical review.
Requirements for Initiate Status:
Granting of Frenzy is commonly acknowledged as a sign of a
Calling. Must be sponsored by a priest.
Requirements for Priest Status:
For first rank, approval by local council chaired by provincial
prelate. All other ranks approved by
Ar-Ulric, High Priest.
Requirements for Templar Status:
Selection and approval by Ar-Ulric from among suitable laymen.
Requirements for Demagogue Status:
Selection and approval by a priest of the third rank.
Requirements for Fanatic Status:
Selection by Ulric (revealed through dreams or visions).
Trials:
Trials set by Ulric are almost always of a martial nature. An individual might be required to kill a
monster that is terrorizing an area, or to clear out a nest of bandits,
goblins, or Beastmen. In the latter
case, Ulric may permit associates to accompany the individual. Many of these trials are set in winter.
Blessings:
A one-time-use bonus or automatic success with melee attacks using an
axe, or dodge blow, frenzied attack (on which the modifier is
negative), and strike to stun skills.
Penances:
Fasting, personal weapon training, humbling menial services, campaigning
against humanoids and Chaos servants.
Holy
Days: Ulric has three main holy days: the autumn
equinox (Mittherbst), the winter solstice (Mondstille), and the spring equinox
(Mitterfrühl), marking the beginning, middle, and end of winter respectively. The spring equinox was formerly the major
festival, marking the start of the campaigning season, but is now on par with
the other two. It is also customary for
a ruler or general to declare a holy day in Ulric's honor at the start of a
campaign or military exercise, and at the foundation of a new fort or
castle. Holy days are generally spent
holding military parades and displays, with huge bonfires and feasting into the
night.
Gifts:
Rank 1: Granting of the Clear
the Fog of Battle prayer once per day without MP cost.
Rank 2: Granting of the Bless
Weapon prayer twice per day without MP cost, automatic success with dodge
blow skill twice per day.
Rank 3: Granting of the Summon
Pack prayer once per day without MP cost, automatic success with frenzied
attack skill once per day.
Rank 4: Granting of Banish
Ensorcelment prayer twice per day without MP cost, granting of Bless
Hero prayer once per day without MP cost.
Templar: Granting of Inspired
Attack prayer once per day, may use dodge blow skill twice a day
with a +20 modifier.
Demagogue:
May use sense chaos skill with a +20 modifier, automatic success
with public speaking skill whenever railing against Chaos influences.
Fanatic: Automatic success
with frenzied attack skill, may use sense chaos and dodge blow
skills with a +10 modifier.
Cult
Prayer Lists
Initiate
Required: Bless Sacraments, Bless Token, Exalted Shield,
Heal Cultist, Know Follower, Seek Shrine, Vigilance
Honors:
Animal Empathy (Wolves only), Detect Magic, Heal
Petitioner, Light the Path, Shadeward
Rank
1
Required: Bless Shrine, Bless Weapon, Clear the Fog of
Battle, Dispel Sorcery, Frenzy, Righteous Blow, Skullcracker
Honors:
Animal Mastery (Wolves only), Beast Sense (Wolves only), Follow
Tracks, Identify Divine Instruments, Learn God's Will, Radiant
Armor, Sacred Circle, Sacred Warding
Rank
2
Required: Detect Chaos, Grant Greater Prayer, Inspired
Attack, Know Enemies, Make Thy Servant Whole, Protection
from Chaos Taint, Smite Thy Enemy
Honors:
Bless Thy Servant, Faith Provides, Great Warding, Hand
of God, Nullify Prayer, Sense Hidden Danger
Rank
3
Required: Banish Ensorcelment, Consecrate Lesser Instrument, Heal
Injury, Heal the Faithful, Inspired Fervor, Shelter
Against Daemons, Smite the Abomination, Summon Pack
Honors:
Blind Enemy, Know Alignment, Nullify Lesser Instrument,
Self Defense, Shelter Against Elementals, Shelter Against
Undead
Rank
4
Required: Banish Daemons, Banish Profane Enchantment, Bless
Hero, Consecrate Altar, Consecrate Greater Instrument, Godsfire,
Grant Sacrament of Prayer, Scourge the Abomination
Honors:
Banish Elementals, Banish Undead, Barrier, Nullify
Greater Instrument, Preach the Word, Wereform (Wolf only)
Numina
Forms
Counselor:
Spirit of a departed cleric.
Guardian:
Guardians may be summoned in the form of a wolf. Profiles follow those of normal animals, but
with an Int of 20 and 10 MP. Spirit
Guardians may take the form of ghostly deceased warriors or priests.
Servant: Spirit of a
departed high rank cleric.
Avatar: Lesser aspect of
Ulric in the form of a Giant White Wolf.
Special
Careers
Templar: Templars of the White Wolf:
Templars of the White Wolf embody the virtues of personal combat, but
one still locked in the past. The image
of a bare-backed berserker barbarian defying the forces of Chaos and Evil is
seen through nostalgic eyes as a model of heroic martial prowess.
For career advance scheme, career exits, and trappings see the Templar
Advance Career, WFRP, page
106.
Demagogue: Order of the Ravening Pack:
Members of the Order of the Ravening Pack travel the countryside
vehemently speaking out against the influence of Chaos that they see permeate
modern society. The Ravening Pack can
be found throughout the Empire, Kislev, and southern Norsca. At times, they will even accompany a band of
the Fangs of Winter. A sizable number
of the Ravening Pack still continue to feed the flames of the Sigmarite Heresy,
even though such doctrine was outlawed by the Cult hierarchy over 200 years
ago.
For career advance scheme, career exits, and trappings see the Demagogue
Advance Career, WFRP, page
96.
Fanatic: Fangs of Winter
Fangs of Winter are fanatical followers of Ulric whose goal is the
eradication of Chaos. These black clad
fanatics dress as mercenaries and patrol the forests of the Empire, Kislev, and
southern Norsca. The Fangs of Winter
actively hunt Chaos Beastmen and warbands, engaging them in combat until one
side or the other are annihilated.
Obviously, the life span of the Fangs of Winter are rather short.
While viewed as protectors by most in the areas they patrol, the Fangs
of Winter have a reputation of being (not surprisingly) rigid in their view of
the world. They are strictly Ulrican in
belief and have a number in their ranks who support the Sigmarite Heresy. Thus, attacks on Sigmarite shrines are not
uncommon as one would think in the northern forests of the Empire.
Prerequisite Career:
Those who join the ranks of the Fangs of Winter usually come from a
martial career, mostly one regimented to some degree. All must be members of the cult of Ulric and have been selected
by Ulric through dreams or visions.
Such dreams and visions are highly personalized, although images of the
Great White Wolf battling some dark sinister force are the most common theme.
Advance
Scheme
M WS
BS S T W I
A Dex Ld Int Cl
WP Fel
-
+20 -
+1 +3 +5 +20 +1 - +10
+10 +30 +20 -
Prerequisite Career:
Mercenary, Militiaman, Pit Fighter, Roadwarden, Soldier, Watchman.
Career Exits: Demagogue
(Order of the Ravening Pack), Judicial Champion, Mercenary Captain, Templar
(White Wolf).
Skills: Disarm, Dodge Blow, Frenzied Attack, Secret Language-
Battle, Specialist Weapon- Double-Handed, Street Fighting, Strike Mighty Blow,
Strike to Injure, Strike to Stun.
Trappings: Mail Shirt, Breast Plate, Double-Handed Weapon or Shield,
Hand Weapon, D6 Crowns
Favored
Cult Skills
Layman:
Bind Wound
Initiate: Ride, Dodge Blow*
Rank 1:
Disarm*, Strike to Stun*
Rank 2:
Street Fighting*, Wilderness Lore
Rank 3:
Sense Chaos*, Strike to Injure*
Rank 4:
Specialist Weapon- Double-Handed, Strike Mighty Blow*
Sub-Cults
and Honorary Orders: None
Cult
Prayers
Clear
the Fog of Battle
Prayer Rank: First
Magic Points: 2 MP to invoke, +1 MP per
round after first
Range: BMP yards radius, centered on the
invoking priest
Duration: Variable
Area of Effect: See range
Resistance: None
Once invoked, the priest can see clearly out to BMP radius through
anything that obscures his vision, other than solid objects. In other words, the priest may see through fog,
mist, rain, darkness, smoke, colored vapors, falling snow, and like
circumstances. However, everything
beyond the radius of the prayer is completely obscured.
This does not enable a priest to see through solid matter (e.g.,
boulders, armor, wooden walls, etc.).
This is not a prayer of Transparent Vision. However, if the invoker is completely immersed in a liquid, he
may use this prayer to see out to BMP radius.
Variations: A 3rd-level
variation, at double the MP cost, allows the priest to see if he has lost sight
in his eyes or had his eyes destroyed or removed.
Summon
Pack
Prayer Rank: Third
Magic Points: 8 MP to invoke, +1 MP per
turn after first
Range: BMP x 100 yards radius, centered
on the invoking priest
Duration: Variable
Area of Effect: See range
Resistance: None
Once invoked, the nearest pack of wolves within the area of effect will
be summoned to the side of the priest.
For the duration of the prayer, the primary duty of the pack is to
protect the priest from anything harmful.
This could range from huddling against the priest to keep him warm
during a winter storm to defending him from enemies in the great forests of the
northern Old World (such as Goblins, Beastmen, etc.). In addition, the pack will fight alongside the priest should the
latter decide to press the attack against his enemies. Under no circumstance will the pack attack
on orders from the priest. Ordering the
wolves to attack while the priest is standing back from combat is very much
against the principles of Ulric (it is a cowardly act, after all). Any priest treating the summoned pack in
this manner will immediately end the prayer and subject himself to the
displeasure of Ulric (thus prompting some sort of penance).
Wolves that serve as mounts for Goblins are immune to this prayer as
they are beyond the influence of Ulric (these wolves are considered to be in
the service of the Orcish deities).