After considering Talastar and Dorastor as interesting adventuring sites during the Second Age, I began to look to Sylila (SIH lee lah – or sih LEE lah - not quite sure which syllable is accented) as a home from which adventurers might come. Apparently it is a heavily forested barbarian homeland with either clans that are staunch supporters of the EWF or fierce opponents. This must make for a lot of tribal unrest and warfare. Looking to the Cults of Glorantha vol. 1, I did not find the Tarumathi (EWF supporters) listed (disappointment, disappointment), so I went online and found that Peter Metcalfe had done a helpful little piece on them.
Peter Metcalfe wrote:
This is a sample Tarumathi Cult description based on the ideas from above and some of the Cults listed in the Cults of Glorantha vol. 1. I am sure some gamers/gamemasters will disagree with what I have here.
I suppose a GM could just use the Storm Dragon cult as is.
Please feel free to voice any comments/disagreements/suggestions. I don’t have the Cults volume 2 book, so if this cult is covered in it (or will be covered in future Cults books) please let me know. This is unoffical material.
Orlanth Tarumathi
Runes: Air, Mastery, Dragon
Type: Storm
Pantheon: Orlanth, Draconic
Worshippers: Adventurers, nobles, mystics from the EWF
Worshipper Duties: Rule wisely, speak with power, defeat enemies of the EWF, recruit followers of the new dragon way.
Initiate Membership
Requirements: Standard. Candidate must know Language (Auld Wyrmish) at 25% or more.
Cult Skills: Athletics, Dodge, Influence, Language (Auld Wyrmish), Lore (Lokomayadon Mysticism, Storm Dragon Theology), 1H Sword
Also: Spirit Combat (if you are using this as a skill in your game)
Cult Spells: Befuddle, Countermagic, Dragon Breath, Extinguish, Thunder’s Voice
Common Divine Magic: All
Special Divine Magic: Command (Mundane Species), Command (Sylph), Group Defense (against members of the triad the character fears or avoids), Increase/Decrease Wind
Acolyte Membership
Requirements: Standard
Divine Magic: The Acolyte chooses to become an Initiate of a cult governed by the triad he Follows. He gains access to cult spells, common divine magic, and special divine magic for that cult.
Rune Lord Membership
A candidate must have 90% or more in Spirit Combat and Language (Auld Wyrmish). In addition he must have 90% or more in the following skills: Athletics, Dodge, Influence, Language (Auld Wyrmish), Lore (Lokomayadon Mysticism, Draconic), and 1H Sword
Special Note: Rune Lords check for Divine Intervention on a d10 rather than percentile dice. Divine intervention is with the member of his triad that he follows.
Divine Magic: Become Wyrm, Diamond Armor, Manifest Limbs
Storm Voice (Runepriest) Membership:
Requirements: Standard. Also a Storm Voice may never have learned draconic divine spells such as Become Wyrm.
Special Notes: Storm Voices are the spiritual leaders of the Orlanthi. Many conflicts have arisen between Wind Lords and Storm Voices. A character cannot be both a Rune Lord and a Storm Voice. Runelords defend and Storm Voices lead.
Divine Magic: Bless Thunderstone, Orlanth Adventurous provides Storm Voices with Flight and Wind Words.
Associated Cults: Orlanth, Mastakos, and the cults associated with the cult of the triad member the character follows.
Peter Metcalfe wrote:
I did some thinking about this some months back. The inspiration that I had was to use the Storm Tribe myth about Umath (p18), which has the following concept:
"I cannot move, the Triad makes the Wind.
There is one calling you, follow it.
There is Another hunting you, avoid it.
There is a Third, Unknowable, which you fear".
The Tarumathi believe that Umath and his sons failed to recognize the Cosmic Importance of Storm and so condemned the world to destruction. By the time Umath realized what he was meant to do, he had been imprisoned and was no longer capable of reaching out to the unborn Highest Wind blowing in Limbo.
The Tarumathi aim to reach the Highest Wind and bring it within glorantha. This is performed through a series of breathing practices in which winds and certain metaphysical entities are inhaled. Each Tarumathi has his own personal triad (an example might be: Follow: Fog Girl, Avoid: Winter King, Fear: Zorak Zoran) whom he must inhale to reach the Highest Wind.
At first Tarumathi start small and are only temporarily capable of weakening triad magics sent against them. As they become more skilled, they are perhaps simply not being affected by whatever magics they have overcome (a Tarumathi might develop an immunity to Valind's Cutting Wind feat, for example). Later on they begin to inhale triad godlings and eventually the Triad themselves (if they ever get that far).
Lokomayadon (the discoverer of the practice) inhaled Orlanth entirely to persuade the Heortlings of his wisdom (He was only a third of the way into bringing Highest Wind into being. But the Heortlings refused to obey him and unwittingly killed their own sons in bringing him back. Their loss made them try even harder and eventually they forced Lokomayadon to exhale Orlanth.
With their knowledge of the Highest Wind, the Tarumathi are capable of persuading other Storm Worshippers of following them (Storm Bull, Gargarth, Valind, Kolat etc). The only people who can resist it are the Heortlings and their ability to resist depends on what their clan did against Lokomayadon.
A hero that belonged to a clan that fought against Lokomayadon might be immune to Tarumathi persuasion but be weakened in actions against him. A hero from a clan that was forced to follow Lokomayadon might only be capable of secret acts of opposition against a Tarumathi.
The other magics that a Tarumathi might have are the ability to use inhaled triad powers (ultimately counterproductive) or to use their closeness to the Highest Wind as a way to work storm magic in their own right - the approach taken by the Orlanthi Magi of Carmania IMO.
http://glorantha.kondalski.org/g9index/1895.html
This is a sample Tarumathi Cult description based on the ideas from above and some of the Cults listed in the Cults of Glorantha vol. 1. I am sure some gamers/gamemasters will disagree with what I have here.
I suppose a GM could just use the Storm Dragon cult as is.
Please feel free to voice any comments/disagreements/suggestions. I don’t have the Cults volume 2 book, so if this cult is covered in it (or will be covered in future Cults books) please let me know. This is unoffical material.
Orlanth Tarumathi
Runes: Air, Mastery, Dragon
Type: Storm
Pantheon: Orlanth, Draconic
Worshippers: Adventurers, nobles, mystics from the EWF
Worshipper Duties: Rule wisely, speak with power, defeat enemies of the EWF, recruit followers of the new dragon way.
Initiate Membership
Requirements: Standard. Candidate must know Language (Auld Wyrmish) at 25% or more.
Cult Skills: Athletics, Dodge, Influence, Language (Auld Wyrmish), Lore (Lokomayadon Mysticism, Storm Dragon Theology), 1H Sword
Also: Spirit Combat (if you are using this as a skill in your game)
Cult Spells: Befuddle, Countermagic, Dragon Breath, Extinguish, Thunder’s Voice
Common Divine Magic: All
Special Divine Magic: Command (Mundane Species), Command (Sylph), Group Defense (against members of the triad the character fears or avoids), Increase/Decrease Wind
Acolyte Membership
Requirements: Standard
Divine Magic: The Acolyte chooses to become an Initiate of a cult governed by the triad he Follows. He gains access to cult spells, common divine magic, and special divine magic for that cult.
Rune Lord Membership
A candidate must have 90% or more in Spirit Combat and Language (Auld Wyrmish). In addition he must have 90% or more in the following skills: Athletics, Dodge, Influence, Language (Auld Wyrmish), Lore (Lokomayadon Mysticism, Draconic), and 1H Sword
Special Note: Rune Lords check for Divine Intervention on a d10 rather than percentile dice. Divine intervention is with the member of his triad that he follows.
Divine Magic: Become Wyrm, Diamond Armor, Manifest Limbs
Storm Voice (Runepriest) Membership:
Requirements: Standard. Also a Storm Voice may never have learned draconic divine spells such as Become Wyrm.
Special Notes: Storm Voices are the spiritual leaders of the Orlanthi. Many conflicts have arisen between Wind Lords and Storm Voices. A character cannot be both a Rune Lord and a Storm Voice. Runelords defend and Storm Voices lead.
Divine Magic: Bless Thunderstone, Orlanth Adventurous provides Storm Voices with Flight and Wind Words.
Associated Cults: Orlanth, Mastakos, and the cults associated with the cult of the triad member the character follows.