The Turquoise Tree

The Loom House Vows

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The Loom House Vows

 

During the Vingkotling Age, after the Battles of Thrinbarri, Vinga chose to stay at home instead of joining Vingkot and the Thunder Brothers in their war against the sea gods. She stayed at the Loom House and learnt how to keep hearth and stead, the arts of her female kin (see Storm Tribe/167).            

Vingans who wish to follow the goddess along this path take the Loom House Vows, allowing them to gain some of the spells and abilities of their female kin.                                                                                                                   

Any clan-based Vingan may take the Vows, although this typically limits membership to the sub-cults of Defender Storm, UzFighter, and Spearwoman. It is not unknown for other Vingans to take the vows, but it is very unusual, most members of these cults have little interest in the spells and skills accessible through the Vows, certainly when they consider the combat magics available via other subcults of the Goddess. Followers of Vinga Pathfinder as the most likely to do so, as they often have strong clan connections even if they spend most of their time away from home.

Taking the Vows requires the sacrifice of 2 POW at a temple of Ernalda, and a priestess who knows the ritual, together with an Ernaldan priestess, who must approve of the character and their motivations. Vingans who take the Vows must devote 10% of their time and income to helping the cult of Ernalda, attend Holy Days, and accept two geases

 

·  Never allow a woman or child to suffer harm needlessly.

·  Always offer to help any priestess of Ernalda who needs or requests aid.

 

                                                                             

These geases constitute fairly normal behaviour for Vingans anyway, taking them in a formal fashion is designed to help the Vingan more closely emulate the goddess, and show her commitment to the cult. Breaking these geases can result in the loss of powers, magic, curses, and attacks by spirits of reprisal, so they are not taken lightly.

Those who have taken the Vows are called Little Sisters by some Orlanthi men. Some of the Little Sisters regard this as praise, some as an insult worthy of violence; only those who know the Vingan concerned, or who wish to insult them, would typically use the name Little Sister when addressing a Vingan (even if they are known to have taken the Vows).

 

The Loom House provides access to the following spells. Divine magic is one-use for initiates and reusable for priestesses, but must be prayed for at a temple or shrine to Ernalda, not all of which grant all of the spells listed below.

 

Spirit Magic

 

Calm Anger, Calm Ardour, Cheerful Song, Comfort Sick Child, Make Children Laugh, Orane’s Cooking, Pella’s Blessing, Warm Blanket, Weave.

 

Divine Magic

 

Beautify Self, Ease Labour Pains, Flowers, Put Down Weapons, There is Always A Way.

 
 

Spells

 

 

 

Beautify Self

 

Divine, 1 point, self, temporal.                                                            


This spell doubles the caster's APP for the purposes of seeming attractive. It lasts until dawn the next day. (SP)

 

Calm Anger

Spirit, 2 points, self, temporal

This spell doubles the chance of success for the recipient to calm an angry person down. The player may chose which skill to use, but the GM may want to apply bonuses or penalties depending on how relevant the skill is. (SP)

Calm Ardour

Spirit, 2 points, ranged, non-stackable, instant.

This spell immediately calms the great passion that someone can feel for another. If the target is not willing the caster must overcome Magic Points. This is not a permanent effect, for the ardour may come back, but it may calm things down enough to talk sense to the young man or woman. (SP)

Cheerful Song
 
Spirit, 1 point, self, temporal.                                                                

For the duration of the song the caster can sing a cheerful, merry tune. They gain +20% Sing for the duration of the spell as long as they keep to cheerful songs. (NE)

Comfort Sick Child

 

Spirit, 3 points, touch, special.

 

This spell provides comfort to a sick child for the duration of the spell. It relieves pain, relaxes them, and mildly eases their symptoms. The spell lasts for an hour but can be extended by expending three additional magic points per hour of desired duration, and making a Ceremony roll. Maximum of eight hours. (J)

 

Ease Labour Pains
 
Divine, 1 point, touch, non-stackable, temporal.                                     


Once cast this spell will ease the pains of a woman in labour, reducing it to nothing other than minor discomfort. Only serious birth difficulties cause anything more than minor pain, and even then it is limited. Obviously this spell is often used in conjunction with Extension. (NE)

 

Flowers

Divine, 1 point, self, non-stackable, temporal.

This spell allows the user to create flowers. When she touches any surface and expends a magic point, a pretty flower or spray of leaves unfurls on the spot touched. If the site is suitable for a small plant's growth, it takes root and sprouts. If the site is not suitable (such as behind someone's ear or on a tile floor) only the flower or leaves and a bit of stem appears, unconnected to the surface. She can continue thus creating flower's as she walks along until she runs out of magic points or the spell's duration expires. (RQ)

Make Children Laugh

Spirit, 2 points, ranged, instant.                                                                            

This only works if cast on children. It makes the children laugh, no matter what their mood. It serves to entertain children. (SP)

 

Orane's Cooking

Spirit, 1 point, variable, self, temporal.

For the duration of the spell the casters craft/cookery skill is increased by 5%. This cannot more than double the casters skill. (NE)

 

Pella's Blessing

Spirit, 1 point, variable, self, temporal.

For every point in this spell the caster's craft/pottery skill is increased by 5%. It cannot increase the caster's skill by more than double. (NE)

 

Put Down Weapons

Divine, 2 points, ranged, stackable, temporal.

Once cast everyone within range will find themselves compelled to put their weapons down and stop fighting, or taking offensive actions of any kind. It is effective only against Orlanthi. To work, the caster must roll d100 and compare the results on the resistance table. All targets whose magic points would have been overcome are affected. For instance, a priest with 12 magic points rolled 52; all potential targets with 11 magic points or less are affected. The spell is ineffective unless everyone in the area of effect is affected. A target may voluntarily submit to the spell if they so wish. Stacking the spell gives the caster an extra effective 5 magic points for overcoming purposes per spell stacked. The effects end instantly if the caster takes any offensive action. (NE)

There is Always A Way

Divine, 4 points, non-stackable, self, temporal.                                        

This spell may be used in one of four ways, to be chosen at casting.

The first use is as a form of divination. It enables the caster to seek a solution to a problem by thinking of another way to deal with it. In game terms this use is heavily dependant on GMD, and whether or not the GM believes that a solution to the problem is evident through observation or character knowledge. If the solution to the problem is based on something within Ernaldan or Orlanthi mythology, a useful mechanism is to allow the caster to make a lore roll, with the degree of success adjudicating the GM’s answer (as it seems that not even the most remarkable player will have as thorough a knowledge and understanding of the mythological environment as their character, especially if the character is a priestess). Bonuses should possibly be allowed for players who do use their knowledge of the appropriate mythology to suggest an appropriate solution.                                                  

It is best used to find a solution to a problem that players cannot solve themselves, although at best any answer from the GM should be vague, only hinting about a way to go about things. The spell also enables a GM to give a little ‘shove’ to an otherwise stalled scenario or situation if they wish to.                     

The other three uses are called Fight Harder (combat skills), Try Harder (non-combat/communication skills), and Be More Persuasive (communication skills). These provide skill bonuses equal to 50% of the characters base skill to all skills included within their category. They cannot be used to boost any skills already used in an attempt to solve a problem, so if fighting has not worked then the character can only Try Harder or Be More Persuasive etc. (J)

Warm Blanket
 
Divine, 2 points, touch, special duration.                                              

This can only be cast on a dry blanket. The blanket will become comfortable and warm for the duration of one evening, but will not resist the cold particularly (so sleeping in the freezing wilderness will quickly reduce the warmth conferred from the spell) or confer any other magical benefits. (NE)

Weave

Spirit, variable, self, temporal.                                                             
                                                                                                                       
For every point in this spell the characters Craft/Weaving skill is increased by 5% for the duration of the spell. This cannot more than double the characters skill. (NE)

 

 

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