Donandar
By Ian Thomson and
Wesley Quadros
Inspirations from glorantha.com and from Nick Eden's 1995 Cult.
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Note! This is a fan contribution. The information has been
superceded by official material.
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Donandar is the god of musicians, storytellers, and other entertainers,
acknowledged by the Storm, Earth and Sun pantheons through the cults of his
three brothers. The main difference between the four cults is that each of
Donandar's brothers has a strong cultural affiliation, and Donandar does
not. This certainly indicates the possibility that the Cult of Donandar is
a God Learner fabrication.
Donandar was the son of Ralforisus the God of Music, and Tylenea the Goddess
of Illusion from the Celestial Court. He discovered travel from Issaries
his uncle, the brother of Ralforisus, and wandered the world learning all
that he could. When the Darkness came he fought against it, and also against
the disharmony of Chaos. During his travels he saved the lives of his three
half-brothers (Skovari, Molamin and Drogarsi) and became their leader, turning
their disparate rhythms into harmony. In his early years he also loved words
and knowledge as much as dance and music, and was great friends with Lhankor
Mhy. However, Donandar choose to freely share all that he could, and Lhankor
Mhy choose instead to preserve wisdom in secret.
Members of the cult fulfil not only the roles of professional entertainers,
but are also the carriers of news, and disseminators of secrets and amusing
gossip. This latter role they often cleverly disguise in song, poem or riddle,
in order to avoid directly challenging or offending their targets (and thus
risking retaliation). Cult organisation is minimal, although members always
swap news with each other when they meet. Donandar is the greatest traveller
amongst his brothers, and his worship spans all cultures, embracing those
who wish to see the world and the people in it.
| Entry Requirements: |
Commitment to the lifestyle of a travelling entertainer, and reasonable
proficiency in at least one form of popular entertainment. |
| Mental Abilities: |
Flattery, Glorantha Lore, Memorize, Myths of Donandar, Orate, Poetry. |
| Physical Abilities: |
Act, Dance, Mimicry, Nimblefingers, Play <instrument>, Sing, Tumbling. |
| Affinities: |
Performer (Boundless Energy, Cat-like Agility, Masterful Musicianship,
Recite Epic Tale, Throw Voice)
Entertainment (Charm Audience, Devastating Retort, Entrancing Voice,
Weave Illusion with Words)
Notes on Illusions: It is simple for a devotee to create a non-challenging
illusion as part of his act. (Such as images of scenes or characters that
illustrate the performance, or an image of himself still on stage when in
fact he is hurriedly packing his bags off stage and about to leave.) This
is because effort has gone into setting the scene, and a section of the audience
is supporting the illusion with its belief. Illusions are created against
natural magical resistance, not against the perceptions of any viewers, although
suspicious viewers (or unfriendly audiences) may exercise any appropriate
skills to see through an illusion if they desire. If the illusion has a Large
rating, this must be overcome by the Feat in order for it to function. The
Narrator must also decide if the illusion has an 'Unusual' rating by comparing
it to the surroundings in which it is to appear. If it is assigned such a
rating then this must also be overcome by the Feat. Clever cultists can set
up a pattern of expectation before attempting an unusual illusion, thus reducing
or negating the 'Unusual' rating. (It is the general perceptual atmosphere
in which the illusion is created that is important, and this needs to be
judged even if the cultist is alone at the time of creation.) Illusions of
this type cannot make sounds, however once it has appeared the cultist can
use the Mimicry skill and Throw Voice Feat to enhance it without penalty.
An illusion has limitations depending on the Victory level achieved at its
creation:
Marginal - Maximum duration is 5 minutes and
the illusion requires constant concentration.
Minor - Maximum duration is 20 minutes, and the illusion requires
almost constant concentration.
Major - Maximum duration is one hour and the illusion may be left
doing simple repetitive activities for minutes at a time.
Complete - The illusion will last for an entire day and may be programmed
to engage in simple repetitive activities throughout that time. Once it has
been so programmed the illusion exists without the creator's concentration,
and will continue to exist even when its creator has left the vicinity.
NB - All illusions fail when physically challenged, or if their creator is
Injured whilst concentrating on them. A viewer is of course more likely to
suspect and challenge an illusion, the more unlikely a thing it is in its
current location. |
| Secret: |
Switch Places (The devotee creates an illusion identical to their
own form anywhere within visual range, simply by describing it in poetic
description or song. Once this is complete the cultist can transfer their
essence into it, and their original form becomes the illusion. This makes
some Donandar Devotees quite tough to pin down! NB: This effect includes
all magic items attuned to the cultist, and simple personal goods and clothing.) |
| Worshippers: |
Followers of Donandar come from many different backgrounds, and may have
previously followed one of his brothers, or even just left home to join a
troop of travelling Donandarite entertainers. Much more than the cults of
his brothers, each of which is connected to a particular culture, Donandar
disdains boundaries and wanders where he will. Whilst individuals may wander
alone, the troops are also deservedly famous. Donandar's worship services
are also performances, to which the public is invited for free. These services
are used by the cultists to advertise the next day's performances and titillate
the crowd's interest. The worship service may even be held during a parade,
to attract attention for the next show. |
| Other Side: |
Donandar maintains a Performance Hall in most Realms, though he is rarely
anywhere near them. From these Halls initiates may exit into the appropriate
Realm. After death his worshipers perform at the Halls or otherwise wander
the Realms of the Other Side entertaining the denizens there. Particularly
joyful performers may return to the world to bring happiness throughout another
life. |
| Other Connections: |
Donandar rules the three subcults associated with his brothers. Skovari
is the god of folk music and dance, who has shrines within Ernalda Temples.
Molamin is the embodiment of classic or courtly music and stately dance,
and Yelm temples have a small shrine to him. Drogarsi is the deity of war
dancing and stirring martial music, and Temples of Orlanth shrines to him.
Donandar cultists can worship Donandar acceptably at shrines to any of his
brother deities, which helps this small cult to spread itself over a wide
area.
The Cult of Donandar teaches its members how to entertain trolls with singing
and chanting. Donandar so impressed Kyger Litor with his performance given
in return for the freedom of Molamin, that to this day most trolls tolerate
his followers. Followers of Karg, it is said, are even forbidden to interrupt
a Donandar performance. |
| Disadvantages: |
Travelling entertainers, as with all itinerants, are sometimes mistrusted
and seen as suspects in any unusual crimes or events. |
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