Hero Wars

Hero Wars
  Fan Material
Glorantha
Issaries, Inc.
Market Place
Tribes
Library
News
Utilities

Disorder Rune

Copyright © 2000
Issaries, Inc.

Donandar

By Ian Thomson and Wesley Quadros
Inspirations from glorantha.com and from Nick Eden's 1995 Cult.

Note! This is a fan contribution. The information has been superceded by official material.

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.

 Latest revision: 3 Oct 2000, new
Core Runes