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Vinga the DarkStorm
Vinga found the DarkStorm in her youth, when she travelled the
worlds as Adventurer and Pathfinder. Only the DarkStorm subcult knows much about the DarkStorm, other Vingans know only that
Ryath, a strange god who hid in the shadows, gave it to her.
Vinga used to the DarkStorm frequently in her travels. She wandered
the world spying on the foes of Orlanth, stealing from them, and where possible, slaying them using the DarkStorm’s
powers to aid her. It is said that for some time, Vinga struggled to control the DarkStorm, and travelled many dark and honourless
paths until she had finally mastered it. She shared many adventures with Eurmal, Yinkin, Alusar, and Desemborth during this
time.
The DarkStorm subcult is small, even in Esrolia, where it is
at its most popular. It is the Vingan equivalent of Desemborth, a subcult of Orlanth that is quite uncommon in Esrolia. In
Sartar, most Vingans of a ‘stealthy nature’ are typically Adventurers or Pathfinders who have joined the cults
of Desemborth or Tatouth. Members of the cult are spies, thieves, and scouts (some rumours speak of a cult of Vingan assassins).
Membership of the cult is split roughly 40/60 between independents
(Adventurer types who like stealing stuff and spying on people), and followers of the Six EarthShadow Sisters (a highly secretive
cult that serves the Earth priestesses of the Holy Country). Both types of worshipper have access to similar magics, and follow
the rituals of the goddess in the same way.
Cult members use
the rituals and spells granted by the DarkStorm to aid their clandestine activities, the focus and nature of these activities
depends upon the individual Vingan concerned.
Independent members of the cult are, strangely enough, independent,
participating in a wide variety of activities ranging from outright theft to adventuring. They are generally not trusted by
clan folk; their independence, secretive nature, and natural proclivities towards theft and spying, make them objects of suspicion.
Most are however very trustworthy, they may be spies and thieves, but they are still Vingans and try to keep to the virtues
of the Goddess. They tend to travel a lot.
Little is known about the Six EarthShadow Sisters, but the Earth
priestesses of Esrolia speak highly of them, and so the common people respect them. It is believed by many that the Six EarthShadow
Sisters serve the cult of Ernalda and the Queens, as spies, infiltrators, and possibly even as assassins (a Vingan version
of CIA/MI6?). They are said to gather information about the enemies of the cult and Esrolia, hunt down Chaos cults and cultists,
and generally act as a quasi-military arm of the Ernalda cult, specialising in protecting the faith (and Esrolia) against
covert threats.
Independents are, in many ways, ‘organised’ in a
not dissimilar fashion to the Adventurer subcult. They travel widely, rarely staying in one place for any great time, and
learn their spells and lore at a number of shrines and temples. Most DarkStorm shrines in Esrolia are run by the Six EarthShadow
Sisters; they allow independent members of the cult to worship, train, and learn spells at them, but expect them to work for
them in exchange for such services (employment that is characterised by unpleasant tasks and attempts to recruit them). Most
independents prefer to avoid the Six EarthShadow Sisters if possible, it is however difficult to gain access to many of the
DarkStorm’s spells without having to deal with members of that organisation.
The Six EarthShadow Sisters organisation is far more hierarchical and much
more organised. It is based at EarthShadow Lodge at the Ernalda’s Home Vinga temple. Little is known about the internal
organisation of the group but it is believed it is fairly similar to the rest of the cult of Vinga
(although with regional and cultural variations in ritual and initiate/priest titles). Members gain access to the full range
of DarkStorm spell and abilities, and can join several hero cults only accessible to members of the Six EarthShadow Sisters.
They spend most of their time working for the cult, but are well supported in return.
Little else is known about the DarkStorm subcult (and more especially
so the Six EarthShadow Sisters). As previously mentioned it is a highly secretive cult and many Vingans from regions beyond
Esrolia do not even know of its existence.
This subcult is not involved in the campaign (well, not as far as any
of the players know), which is the main reason that this write-up is not slightly more detailed (it also helps to give the
DarkStorm subcult a rather appropriate air of mystery).
Skills
Members of this subcult do not use the standard Vingan skills, instead using the skills
listed below.
Acrobatics, Devise, Disguise, Dodge, Earth Lore, Escapology, Fast Talk, Herbalism, Hide,
Jump, Martial Arts, Missile Attack, Scan, Search, Sneak, Speak Darktongue, Track, Vinga Lore, Weapon Attack, Weapon Parry
Spirit Magic
Standard Vingan + Darkwall, Detect Magic, Detect Traps, Jump, Obscure, Silence.
Divine
Magic
Standard Vingan + Dark Walk, Enthral, Follow Trail, Hide from Darksense, Nighteyes (Alusar).
Heroquests
Mask of the Goddess, Pass Without Trace, Shadow Slip, The Dark Storm, There is Always A Way.
Rituals
Defend Against Darkness, Shield Against Darkness.
Associate Cults (Heroquests)
Destor’s Sight (Destor),
Scatter Shadows (Vingkot),
Associate Cults
Charisma (Eurmal), Copy Voice (Red Mynah), Run in Darkness
(Vingkot), Sleep Anywhere (Yinkin), Squeeze (Yinkin), Vigilance (Rigsdal), Visibility
(Alusar).
Hero Cults
Hero cults of the Vinga the DarkStorm subcult are noted here. The name is a link to an expanded description of the
hero cult.
Strange foreign goddess who lurked in the shadows, and bore black knives and a cloak that could hide her from anyone.
She was a boon companion to Vinga Dark Storm for a while during the Darkness, saving her on three occasions, but died fighting
the Dark Maw of Vork Gar, which Vinga only just defeated. Some of her remained in her cloak, which Vinga kept. Vingans who
learn the secret histories of the cult can duplicate her feats. Cult based at Ernalda’s Home in Esrolia. Only members
of the Six EarthShadow Sisters can join this hero cult.
Popular Esrolian hero cult. Govora was a hero of the Silver Bull Clan famed for her skill at commanding troops, and
cunning tactics. She established the Spear Council of the Spear Daughter warband, to teach the art of battle command, and
over time taught many Vingans the art of war. After her death the Stead Daughters grew in size, and a hero cult to her was
established. The cult is found only in Esrolia. Grants the Battle Insight spell. Also a hero cult of Vinga DarkStorm.
Esrolian Vingan who found
a hero path to the Storm Age and returned with the cloak of a now-dead god. It grants the power to summon a cloak of shadows
to conceal its user. Members of this cult can learn about her hero path and sacrifice for the Shadow Slip spell at Lallara’s
shrine (Ernalda’s Home, Esrolia). Only members of the Six EarthShadow Sisters can join this hero cult.
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Spells
Charisma
Divine, 1 point, non-stackable, temporal.
All (1 use, Eurmal).
Any Eurmal holy site.
This spell doubles
the basic APP of the target. Now matter how high APP goes, the target remains recognisable. (RQ)
Copy
Voice
Divine, 1 point, non-stackable, self, temporal.
DarkStorm (1 use/Red Mynah)
Red Mynah shrine in the Dark Woods, Esrolia
This allows the
user to exactly copy another's voice. Listeners will be unable to tell that the user's voice is different from the copied
voice. The user must have heard the voice to copy it. (RQ)
Darkwall
Spirit, 2 points, ranged, non-stackable, temporal.
DarkStorm.
Taught at most
DarkStorm sites.
This spell can create a wall of darkness 10mē in area and 10cm thick.
The Darkwall can be moved by the caster at a rate of 1 meter per strike rank. Light sources within the darkness give no light
nor can any sighted being see through. Other senses are unaffected. A Darkwall can be moved or shaped into any height or width
desired, so long as the total area is 10mē, and the thickness 10cm. (RQ)
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)
Destor's
Sight Divine, Heroquest, 1 point, self, non-stackable,
temporal.
Adventurer/DarkStorm/Pathfinder (AssocHQ/Destor).
Sacred Top, Orlanth Victorious, Old Wind. Details of the
Vinga is Saved by Destor heroquest at Tarthcaer, Notchet, and Pavis.
This is cast in any situation where the caster is in a situation where their escape looks to be almost impossible
(trapped in an impregnable room, imprisoned in Aldryami brambles etc). If there is any possible escape route, no matter how
dangerous, the caster will be made aware of it. If there are multiple escape routes, only one will be made known to the caster.
(NE)
Earthpower
Divine, 3 points, one-use, special.
Adventurer/Avenger/DarkStorm (1 use/Ernalda).
At any Ernaldan temple.
Once bought, this is an automatic spell. The spell activates at the first time that the priestess touches the ground
and her magic points or her POW drop to zero. It activates exactly as her POW drops to zero, preventing destruction of her
soul, and allowing her to draw 1 POW and 1d8 magic points directly from the earth. If she has more than one Earthpower
spell, all activate at once. (RQ)
Enthral
Divine, 2 points, self, stackable, temporal.
Adventurer/DarkStorm.
Available at all Vingan sites.
This spell must be cast upon an opponent in melee combat, repartee, or any other form of interpersonal competition.
The Vingan must overcome the MP of the target with her own to have an immediate effect. Immediate effect is to completely
entrance the target with the Vingan's weapon skill, witty tongue, etc. The target, if so affected, cannot take any offensive
action against the Vingan (although they may still defend themselves with parries if the Vingan continue to attack).
Furthermore, the target should act appropriately in other ways. If the initial effect fails, the Vingan may still attempt
to overcome the target's MP every time she scores a special success in the appropriate combat or interaction skill so long
as the spell is in effect. Every casting of the spell will affect an additional opponent. (Critter/J)
Hide
from Darksense
Divine, 1 point, stackable, touch, temporal.
DarkStorm/Uzfighter.
Can be sacrificed for at any DarkStorm/Uzfighter
temple.
This spell conceals its recipient from Darksense, inhibiting the ability of creatures with Darksense to detect
that character. Darksense skills are diminished by 25% per point of Hide From Darkness. Other perception skills
are unaffected by this spell. (J)
Mask
of the Goddess
Divine, Heroquest,1 point, self, non-stackable,
temporal.
DarkStorm (HQ)
Can be sacrificed for at all DarkStorm sites, commonly
known heroquest within the cult.
This is a
general disguise spell, causing the user's face to become exceedingly ordinary and forgettable, so that one wearing this spell
is likely to pass unnoticed and forgotten, especially in a crowd. No two uses of this spell give exactly the same face,
and the user's clothing also shifts in the direction of ordinariness, through a Scan will allow an observer to see that the
spell user has either much better or much worse clothing concealed under her 'ordinary clothes’. The spell cannot change
sex or race. This spell originates from the Esrolian version of ‘Vinga Rescues Silonia’, in which Ernalda gives
Vinga magical clay to help her disguise herself.
Nighteyes
Divine, 1 point, touch, non-stackable, 12-hour duration.
DarkStorm, Uzfighter
(1 use/Vingkot), Pathfinder (1 use/Alusar)
Can be sacrificed for at many Vingkot and Alusar holy
places, most DarkStorm temples.
This spell grants its recipient the ability to see in darkness. For 12 hours the target can see by any amount of available
light. If there is a complete absence of light, they cannot see. (RQ/P)
Obscure
Spirit, variable, self, temporal.
Pathfinder, Uzfighter, DarkStorm.
Can be learnt at most sites to the above subcults, or
any Tatouth site.
Obscure
adds 15% per point of spell to the casters Hide skill. (P)
Pass
Without Trace
Divine, Heroquest, 3 points, non-stackable, self,
temporal.
DarkStorm.
The Vinga
and the Chamber of Secrets heroquest known only at the Vinga temple at Ernalda’s Home, Esrolia. The spell can be
sacrificed for there only.
When this spell is cast, the recipient will leave no trace for the duration of the spell. He will leave no tracks,
leaves no scent and cannot be detected by spells such as Divination or Reconstruction. (SP/J)
Run in Darkness
Spirit, variable, ranged, temporal.
DarkStorm/Uzfighter
(1 use/Vingkot).
May be learnt at any Vingkot shrine or temple.
Each point of this spell adds two to the target's movement rating for the duration. It is only effective when in more
than 70% darkness, such as a troll lair or the dead of night. (NE)
Scatter
Shadows
Divine, heroquest, stackable, ranged, temporal.
DarkStorm/Uzfighter
(AssocHQ/Vingkot).
The Vingkot Sunders the Dark heroquest
is not well known. The temple at Notchet is believed to have details of it, as does Tarthcaer and Pavis. The spell must be
sacrificed for at a Vingkot shrine.
This spell can destroy the magic of the shadow krjalki, such as trolls and shades. Each point of the spell counts
as three points of Dispel Magic against magic connected with the Darkness rune. This spell has no effect on any other types
of magic. May be cast at a target without specifying a spell; will knock out defensive spells first. (NE/SP)
Shield
Against Darkness
Ritual Ceremony.
DarkStorm/Uzfighter.
Available at most DarkStorm/Uzfighter shines, known by
almost all priestesses.
This ritual is used to help prepare clans warriors for battles against the Uz. Anyone in the group to be blessed must
put in at least 1 MP. The ritual takes an hour to perform, and its benefits last for a day.
For every 50 MP placed into the ritual, 1 point of Protection and Countermagic is granted to all members of
the group. These benefits are only gained when fighting creatures tied to the Darkness rune. The success of the ritual also
depends on the degree of success of a Ceremony skill roll made by the officiating priestess, who must sacrifice a point of
POW to complete it.
A normal roll has no additional effect, but a special success adds an additional point of Protection and Countermagic,
and a critical success adds two points. (J)
Sleep
Anywhere
Spirit, 2 points, non-stackable, touch, instant.
Adventurer/ DarkStorm/Pathfinder (Yinkin).
Can be learnt at any Yinkin shrine or temple
When cast on a willing target, this spell puts the person to sleep, no matter what the external conditions are. The
target must not resist this spell otherwise it will fail. (SP)
Squeeze Spirit, variable, self, temporal.
Adventurer/DarkStorm (Yinkin).
This spell can be learnt at any DarkStorm or Yinkin
site.
Each point of Squeeze gives the target one less effective SIZ point for trying to squeeze through small spaces. This
can only halve the character's effective SIZ, no more. (NE)
The Dark
Storm
Divine, Heroquest, 4 points, non-stackable, ranged, temporal.
DarkStorm (HQ).
The heroquest ritual for this spell can only be learnt
at the temple of Vinga DarkStorm at Ernalda’s Home in Esrolia.
It’s a secret.
There
is Always A Way
Divine, 4 points, non-stackable, self, temporal.
Avenger, Adventurer/DarkStorm
(HQ).
The heroquest ritual for this spell is simple and widely
known at Avenger shrines and temples. They are usually prepared to teach it to Adventurer cultists. Many Adventurer priestesses
also know the secrets of the heroquest. The spell can be sacrificed for at any Avenger shrine or temple.
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.
It may be obtained via the ‘Vinga Finds A Way’
heroquest ritual of the Adventurer subcult. (J)
Vigilance
Spirit, variable, ranged, temporal.
DarkStorm/Spearman/Uzfighter (Rigsdal).
This spell may be learnt at any Rigsdal
shrine or temple.
For every point in this spell the character's Scan and Listen are increased by 5% as long as the character remains
motionless, or slowly walking (such as being on watch). For instance, a character standing on watch would receive this bonus,
but not a character wandering around the undergrowth or a dungeon. This spell cannot more than double the characters skills.
Vingans can only gain this spell by completing the ‘Vinga and the Long Night’ heroquest. (NE)
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