Subcult membership
All Vingans
are initiated into the cult as a whole, and then into a subcult. This is normally a subcult of Vinga, but is often an Orlanth
subcult (as Gateway Vinga enables her followers to join Orlanth’s subcults as if they were men). Vingans receive access
to a ‘Standard Vingan’ set of skills and spells; in addition to these they may be able to learn skills and spells
from any subcult or hero cult that they belong to.
More than
one subcult can be joined as long as the character can meet the requirements of that cult (financial, availability, time,
is appropriate to that character etc). Ultimately the GM must decide if a character is able to join an additional subcult
or hero cult, a desire to do so on the part of a character is not enough.
GM’s
should ensure that the character has to make an effort to join a new subcult; it should never be a simple process (even if
it is occasionally easy). Such character actions provide almost ready-made scenario material for Gamemasters; you want your
players chasing things and becoming more involved in the campaign. I am not saying that a GM needs to turn every such event
into a world-spanning epic, but players should at least be able to remember the name of the priest who initiated them! I would
also insist that the player demonstrate that they have some knowledge of the cult they are about to join beyond a list of
skills and spells that it grants.
Vingans are
able to transfer between different subcults of the Goddess fairly easily (subject to GM approval). By this we do not mean
that Vingans can change subcult whenever they feel like it, rather that there are no inherent cultic limitations to such changes
if they are appropriate to a character (and within the context of the campaign).
For example,
an Avenger initiate who had attained her goals of personal vengeance might wish to join the Spearwoman cult instead, and devote
her energies to the defence of her clan (she must fulfil all the requirements of her new subcult). She could join the Spearwoman
cult as well as staying in the Avenger subcult (assuming that she can ‘spare’ the time), but it would be equally
acceptable (and common) for her to leave the Avenger cult and enter the Spearwoman subcult.
Vingans who
change subcults retain any spells from their previous subcult. They cannot sacrifice for more spells from that subcult, and
must worship at a shrine dedicated to it to regain any re-usable spells that they have.
Common Skills and
Magic
This section
details the skills and magic common to all Vingan subcults. Members of any subcult can obtain any of the spells listed here,
although not all spells will be available at any given site.
This list is referred to as ‘Standard Vingan’ on subcult
lists, although this should not be taken as an indication that there is an organised church/faith that enforces standards.
Regional variations are common.
The description is divided under several sub-headings. Those for Hero
Cults, Rituals, Skills, Spirit Magic, and Divine Magic are self-explanatory. The Heroquest section lists spells that may be
sacrificed for by cult members when they have completed the accompanying heroquest. The Associate (Heroquest) section is similar,
but lists heroquests linked to other cults. Many of these are more difficult to arrange and perform than ‘standard’
cult heroquests.
The Associate Cult section lists the spells granted by allied/associate
cults to followers of the Goddess. These spells are either spirit magic spells, or 1-use divine magic (ever for initiates,
1-use annually for priestesses), and can normally only be obtained at a large or notable holy site of the associated deity. The
Spells section includes a listing of spells common to all members of the cult. In the Spells section of a subcult write-up,
only those spells available to members of that subcult only are listed, and it should be remembered that they also have access
to the common magics of the parent cult (although in certain cases more than one subcult of the cult has access to the same
spell; this is however, fairly rare)
Vingan Magic
Vingans have access to a broad range of magic through their cultic associations but this
is more limited than it seems. It would take a considerable amount of effort, time, money, and travel to join more than one
or two subcults or hero cults, something that puts this beyond the reach of most Vingans. Many of the spells can only be accessed
through heroquests, and many of the Vingans most capable of surviving such adventures, the Daughters, are those with the least
spare time for travel and new obligations.
A good example of this is Serenity Macleod, one of the main Vingan player characters in
our campaign. She is wealthy, well travelled, and an expert in cult lore. As an experienced heroquestor she is capable of
undertaking many of the heroquests required for spell access. She is a notably competent spell caster, with a good range of
magic from Vinga and her associated cults.
Initiated into the Adventurer subcult, she joined the Avenger subcult when her tribe was
destroyed. Later, when she qualified as a priestess, she also joined the Spearwoman cult, to better handle her new responsibilities
(in the context of the campaign). As a devoted and powerful servant of the Goddess she would be a welcome addition to the
ranks of most Vingan subcults, yet even she (a notable example of a Vingan who belongs to more than one subcult) would find
it difficult to join any more.
Her cult duties already occupy most of her time; she would find it difficult to fulfil
any new obligations unless they fitted in with what she already has to do. For example, even though she lives in Pavis she
cannot join the subcult of Vinga Pathfinder (which has a large shrine there); she would not have enough time spare to be able
to fulfil her obligations to the cult.
In short, Vingans have potential access to a very good range of spells; in practice, few
have access to more than the spells of one or two subcults (or hero cults), or the opportunity to perform the heroquests needed
to gain access to many of the associate and cult spells. Many spells from the cult lists are effectively unavailable in certain areas; it is not much use being allowed to sacrifice for a spell from Rigsdal as an associate
cult if you have no access to a Rigsdal temple to sacrifice at.
Skills
Dodge, Fast
Talk, First Aid, Missile Attack, Oratory, Ride, Run, Scan, Shield Parry, Vinga Lore, Weapon Attack, Weapon Parry,
Spirit Magic
Befuddle, Bladesharp, Borrow Harm, Detect Enemies, Disrupt, Droop,
Heal, Mobility, Read Foe, Reflexes, Soul Sister.
Divine Magic
All Common + Deadly Spear Throw, Dodge Missiles, Fight
Chaos, Fight Rapist, Fly (Orlanth), Heroic Leap, Leaping Shield, Mile Javelin Throw, Run
on Snow, Run on Trees, Shield (Orlanth).
Heroquest
Darkwalk, Great Parry, Mist Cloud, Truesword
Associate
Cults
Command Snakes (Ernalda), Face Chaos (Urox), Heal Body (Chalana Arroy), Invigorate
(Voria), Path Watch (Issaries), Rain (Heler), Strength (Enferalda).
Rituals
Enchant Silver, Enchant
Woad, The Earth Vows.
Spells
Borrow
Harm
Spirit, 1 point, ranged, instant
All
Available at all Vingan shrines
Cast on an attacker attempting a melee attack of any kind, but especially useful in unarmed combat. If the spell is
successful, the damage bonus from the target is transferred to the caster for that round. The opponent may appear to throw
himself or herself onto the floor, or onto the Vingan's blade. Useful against larger and stronger opponents (like men!). Armour
protects normally. Can only be used against humanoid opponents. (JW/P)
Carry
Burden
Divine, 1 point, non-stackable, self, temporal.
All (Enferalda)
May only be sacrificed
for at the Enferalda shrine at Quiet Rest Stead, not far from Halfort in the Charandar Hills (on the lands of the Thrussa
clan of the Balmyr). According to clan myth this is where Enferalda helped Vinga to carry Drogarsi after the Three Hopping
Things wounded him, a belief shared by many of the tribes of central and northern Sartar. Other Vingans cite the Arming of
Vinga, when Enferalda gives her an amulet of strength, as the mythic source of this association (true mainly of the Balkoth,
Dundealos, Kheldon, and Esrolian Vingans.
Once cast the caster becomes imbued with the ability to carry extreme weights without tiring from
the strain. For the duration of the spell, the caster can carry any object that they can physically fit in their arms, and
that weighs less than their STRx10 in ENC. They will suffer no discomfort or fatigue from their burden, nor will it slow them
down whilst moving. This does not make them stronger than they actually are, they couldn't pick up an enormous boulder
as if it was a feather, and it just doesn't overly strain the caster. (NE)
Dark Walk
Divine, Heroquest, 1 point, ranged, non-stackable, temporal.
All (HQ), DarkStorm, Uzfighter.
Well-known heroquest, Vinga and the Sandals of Darkness,
available at almost all Vingan sites.
This spell allows
the user to be totally invisible and soundless in darkness and shadow to anyone within range. (RQ)
Deadly
Spear Throw
Divine, 2 points, instant, non-stackable.
All.
Available at all Vingan sites.
Doubles base
damage done by a thrown javelin or spear. It will combine with Sureshot, Screaming Javelin, and Mile Javelin Throw,
but not MultiMissile. (SP/J)
Dodge
Missiles
Divine, 1 point, touch, temporal, non-stackable.
All.
Any Vinga, Orlanth, or Thunder Brothers site.
This useful spell enables its recipient to attempt a Dodge roll to avoid missile attacks. (P)
Droop
Spirit, 1
point, ranged, duration 1 day.
All.
Taught at all Vinga shrines.
If the caster
overcomes the (male) victim's magic points then he becomes - well, unable to carry on with what he was about to do. And yes,
it does work on Broo. Pointing at the target and laughing, though this is not essential for the spell to work, normally accompany
casting the spell. Note that no actual damage is done other than to the target's ego, and no other abilities are affected.
(JW)
Face Chaos
Divine, 1 point, non-stackable, ranged, temporal.
All (1 use, Urox).
Bull Flood Urox shrine only.
This spell cannot
be resisted and can be cast only on non-chaotic targets. When cast upon a single fighter, that person stands his ground and
fights any chaotic foe he faces, even if ordinarily he would have run. In general, this spell is used on outsiders since Storm
Bull cultists stand against chaos regardless of fear. This spell does not render its target immune to the effects of such
spells as Demoralize or Panic, though he still will not flee. A Demoralized fighter continues fighting, though at half attack
chances; a panicked fighter cannot fight at all, but does not flee; etc. (RQ)
Fight
Chaos
Divine, 1 point, temporal, touch, non-stackable.
All.
Available at all Vingan sites.
This spell increases the recipients combat skills to 150% of their current value when fighting Chaos creatures. (P)
Fight
Vs Rapist
Divine, 1 point, non-stackable, touch, temporal.
All.
Available at all Vingan sites.
This spell raises
the recipients combat skills when fighting a known rapist (this includes all broo). Combat skills increase to 150% of their
start value. (P)
Fly
Divine, 1
point, stackable, ranged, temporal.
All (Orlanth).
Available
at all Orlanth sites.
The caster may transport one object weighing up to SIZ 6 through the air for the duration of the
spell. Convert Encumbrance to the equivalent SIZ. Each extra point of Fly increases the potential weight carried by 6 SIZ.
To pick up something nailed or glued down, the caster must use his current magic points to overcome
the STR of the nails or glue (GMD) on the resistance table.
An object affected by this spell moves at 3 metres per strike rank. An unwilling target’s
magic points must be overcome or this spell has no effect on him. (RQ)
Great
Parry
Divine, Heroquest,
3 points, self, non-stackable, temporal.
All (Heroquest), Avenger
(1 use/Babeester Gor).
The Shield of the Earth heroquest is widely known. One use available only at Avenger sites with
a strong Babeester Gor association/link, or at temples to the Earth Avenger.
This
spell must be cast upon a shield. The shield has an infinite number of armour points for the spell’s duration. Knockback
still affects the holder of the shield. (RQ)
Heroic Leap
Divine, 1 point, ranged,
non-stackable, instant,
All.
Available at all Vingan
sites, may also be gained at any Orlanth or Thunder Brothers site.
This spell enables
the user to leap over a single obstacle (hill, tree, building etc) and land safely, facing in any direction. (P)
Invigorate
Divine, 1 point, touch, non-stackable,
instant.
Adventurer/ Spearwoman (Voria), All others 1 use (Voria).
Can
be sacrificed for at any Vingan or Ernaldan temple, or Voria site.
This spell restores
the fatigue level of the target, up to the maximum of their STR+CON minus ENC. The target’s previous fatigue points
may have been positive or negative. (RQ)
Leaping
Shield
Divine, 1 point, non-stackable, touch, temporal.
All.
Any Vinga, Orlanth, or Thunder Brothers site.
This spell
provides a 10% Jump bonus and allows the recipient to make jumps of extraordinary length and height. A single Jump made be
made each round, this requires a successful skill roll. The characters strength determines the maximum distance of a jump,
for each point of STR the character may jump up to 1 metre horizontally, or a foot (c 30cm) vertically. This spell is stackable
with the Jump spirit magic spell. (SP/J)
Mile Javelin
Throw
Divine, 2 points, non-stackable, self, instant.
All.
Available at all Vingan sites.
This spell enables the caster to throw a javelin or spear at any target within their range of vision (one mile maximum).
Any cast over what is normally short range for the weapon in question, is treated as if the throw were being made at a target
within medium range. (NE/J)
Mist Cloud
Divine, Heroquest, 1 point, stackable, ranged, special.
All (HQ).
Heroquest ritual only found at Tarthcaer. Can be sacrificed for at any Vingan temple. Requires the assistance of a
Huraya follower.
This spell creates an area of mist 2 metres in diameter for every MP expend in the casting. Visibility within the
mist is limited to 1 metre. The mist will be dispersed by wind, 1 metre in diameter disappears every round per point of wind
strength over 10. Each additional point of the spell used doubles the area of mist created. The mists last for an hour before
fading away (at a rate of 1m diameter every round). (RQ/P)
Mother
and Daughter
Ritual Ceremony.
All.
This is the ritual
of adoption used by Vingans to enable women who are not the child of a Vingan to join the cult, by adopting them into the
family of a sponsoring Vingan (see the section on mothers and daughters in the main section of the Vinga write-up). The ritual
has no game effects except to make the adoptee a member of the adopting Vingans family for the purposes of spells (so a Conceal
Family or Shame Family spell would work on them). See the Mother and Daughter section for further details.
Path Watch
Divine, 1 point, self, non-stackable, temporal.
All (1 use/Issaries), Pathfinder (Issaries).
Can be sacrificed
for at any Issaries site, Pavis and Notchet Vinga temples.
This spell is
used when travelling through dangerous or questionable territory. It must be laid upon a known path or visible road that will
be travelled by the caster. The spell alerts the user to the direction and number, though not type, of all enemies and traps
within a 100m radius. The spell lasts as long as the road lasts and as long as the caster stays awake. (RQ)
Rain
Divine, ranged, stackable, temporal.
This spell can only be cast when the sky is at least 90% clouds. Rain will then fall within a 100m radius of the caster.
Each extra Rain spell stacked together increases the radius of effect by 100m. The rain stops when the spell stops. (ROC/161)
Read Foe
Spirit, variable, touch, temporal.
All.
Available at all Vingan, and many Thunder Brothers, shrines/temples.
Allows the recipient to predict an opponent's attack just before it is made, thus effectively raising their Dodge
skill by 5% per point of spell. (JW)
Reflexes
Spirit, 1 point, touch, temporal.
All.
Available at all Vingan shrines/temples.
Reduces the target's DEX strike rank by 1. SR cannot go below 0. (JW)
Return
to Tarthcaer
Ritual Ceremony.
All.
Details of the ritual may only be learnt at Tarthcaer,
and may never be taught elsewhere, a prohibition re-enforced by geas.
Strictly
Daughters of Vinga only! This ritual is taught at Tarthcaer, and can be used at any Vingan temple or Sanctified area.
The presence of a priestess of Huraya is a bonus (how big a bonus depends on her skill).
The group re-enact
the myth of Vinga's meeting with Huraya: or possibly Vinga's return from one of her many battles to her base at Tarthcaer
(if no Huraya representative is available). At the point when Vinga and her warriors return to Tarthcaer, the presiding Daughter
tests her Vinga Lore, Ceremony skill, and expends a point of POW skill in order to force the ritual onto the Heroplane.
If she succeeds,
she and up to six others find themselves on a path from one of the battles of the Great Darkness to Tarthcaer. The extent
of her success in the two checks determines how far along the path they are: finding themselves still in the battle is a possibility.
Criticals will land them inside the mists of Tarthcaer. A failure means nothing happens or the travellers end up in the battle.
A fumble lands them in the Great Darkness, but in totally the wrong place and with no obvious way back. This is usually fatal.
(JW).
Run on
Snow
Divine, 1 point, non-stackable, touch, temporal.
All.
Any Vingan shrine or temple.
The recipient of this spell is able to move across snow without penalty to their normal movement rate, as if they
were running on normal dry land. (SP)
Run on
Trees
Divine, 1 point, non-stackable, touch, temporal.
All.
Any Vingan shrine or temple.
The recipient
of this spell is able to move across treetops without penalty to their normal movement rate, as if they were running on normal
dry land. (SP)
Soul Sister
Spirit, variable, ranged, temporal.
All.
Available at all Vingan shrines and temples.
This spell is
simply the Vingan version of Mindspeech. It performs as that spell in all respects except that it can only be used
to converse with women or girls. (JW)
Stay Awake
Divine, 1 point, self, non-stackable, special.
All (1 use, Voriof).
Can be sacrificed for at any shrine or temple to Voriof.
The caster of
this spell can go without sleep for a period of eight hours, remaining alert and not accumulating fatigue for the lack of
sleep. It works even if the caster is tired when the spell is evoked, although it has no effect on fatigue points already
accumulated by the character, they simply remain alert and do not suffer further fatigue losses from their failure to sleep.
The caster is not required to rest when the spell is over, but cannot receive the benefits of this spell again unless they
have slept since they were last under its effects (so it cannot be used two nights in a row unless the character has rested
between the castings). (SP)
Strength
of Women
Ritual Ceremony.
All.
Known by most Daughters.
This ritual is used to prepare a group of women for battle. It draws upon the power of Vinga, filling its participants
with strength. All participants must contribute 2 MP to the ritual.
The spell affects the subjects damage bonus only. It ‘shifts’ the Damage Modifier they receive from STR
and SIZ up by one level (in most cases this will provide a 1d4 Damage Modifier). It is not cumulative with the spirit magic
spell Strength. The benefits last for the course of a battle, or for a day, whichever is longer.
The Earth
Vows
Ritual Ceremony.
All.
Known by all priestesses of the cult.
The Earth Vows are taken by all Vingans at initiation. It recreates the vows taken by Vinga when Ernalda showed her
the secret of infertility. The Vows render the Vingan infertile, her fertility kept safe by the Earth Mother until she needs
it again. The vow-taker must sacrifice 1 POW to the Goddess.
To go back to the main Vinga page click here.
|