Hero Wars

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Copyright © 2001
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Gagarth the Wild Hunter

By Mark Galeotti

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 This is a fan contribution which has been superceded by official material.

Mythos and History

"No one can make you do anything" is a central theme of the Orlanthi culture, but this freedom is tempered by respect for tradition, kin, clan and elders. Gagarth represents freedom at its rawest and most selfish. He is the Most Wild Wind, grandson of Umath. He is the rootless and destructive Whirlwind, who scours the land, uproots the crops and leaves nothing but desolation. He is the Wild Hunter, who roars through the storm, hunting whatever he chooses, taking whatever he wants. Lost souls may be run down and consumed by his pack of wolf-hounds or, if they show the necessary spark of wildness of their own, have an opportunity to show their mettle against Gagarth's ever-changing band of followers. Win or lose, Gagarth may not care - Gagarth only finds pleasure in the hunt and the fight, in bullying and terrifying, in despising society and mocking tradition. The most charitable of the Orlanthi describe him as the "thirst that never is slaked", as Gagarth is cursed never to be still, never to settle, never to be content.

Entry Requirements: Be outlawed or break taboo.
Physical Abilities: Ride, Spear Fighting, Maintain Pursuit.
Mental Abilities: Bully, Taunt, Boast, Command Hunt Pack, Resist AuthorityAuthority, Mythology of Gagarth.
Affinities: Hunt (Outrun Prey, Never Lose Spoor, Spot the Weakest)
Combat (Spiteful Wound, Long-Reaching Spear, Twisting Cyclone Spear)
Wild Wind (Summon Windstorm, Fly in Storm, Bruising Rain, Howl Like the Storm).
Secret: Never Be Told (Acts as an integrated passion spirit giving a bonus of 1/4 the target number to any ability used in resisting attempts to control or influence the Gagarthi).
Worshippers: Gagarth is worshipped by the outsiders of Orlanthi and Praxian society: bandits, outlaws, renegades and kinslayers.
Other Side: Various myths recount how Gagarth is granted, steals or finds a stead in the Storm Realm, but that he cannot bear to be confined to one place and will not tend and care for it. He is a jealous god, though, and will not see another reclaim even what he does not care for. Gagarth's Stead is somewhere on the fringes of the Storm Realm, and while it is ruined and abandoned, he will soon furiously confront any who travel there. After death, Gagarth's worshippers may be invited into his band of followers - or might be their prey.
Other Connections: At times, Gagarth has fought alongside Orlanth, against those who would try to confine the storm, but usually he is an enemy, especially of Orlanth in his Lawspeaker and Rex aspects.
Disadvantages: Gagarthi are often outlaws with a blood-price on their heads, but even when they are not, they will be treated as dangerous, unpredictable and untrustworthy. And rightly so!

Spinstorm Dancers

Spinstorm Dancers are Gagarthi shamans, typically former Kolati who have embraced outlawry. Gagarth's is not an animist tradition, so they are practising misapplied worship. However, their ability to draw upon the power of the Wild Huntsmen and Gagarth's whirlwinds make them especially feared and formidable - not least because their departure from Kolat's path often leaves them and their fetch equally deranged and scarred by their former god's spirits of reprisal. Even by Gagarthi standards, Spinstorm Dancers tend to be bloody-handed and unpredictable. Their rituals involve chilling shrieks and howls, the thunder of drums and the wail of bone pipes, and reckless, whirling wind-dancing.

Entry Requirements: Be outlawed or break taboo.
Physical Abilities: Ride, Spear Fighting, Maintain Pursuit.
Mental Abilities: Bully, Taunt, Boast, Command Hunt Pack, Resist Authority, Spinstorm Dancer Tradition Knowledge, Spirit Combat.
Traditional Spirits: Wind Spirits, Storm Spirits.
Special Spirits: Wild Huntsmen (the spirits of Gagarth's henchmen provide an appropriate skill or trait, or they may be used as Passion Spirits with such characteristics as Uncontrolled or Violent and unleashed to try and possess a victim).
Spirit Allies: Storm Spirits, Hunting Hound Spirits.
Fetch: Wind Spirit, often now Wild.
Secret: Create the Spinstorm (Ritual magic. Binds the spirit of a foe the Spinstorm Dancer has recently and personally killed to create a Whirlvish. It must be cast over the body of a foe killed within one day: if the shaman defeats the spirit of the victim (which has a Might equal to the most appropriate skill, trait or magic ability), then the Whirlvish is created. The Whirlvish has no memory of its previous life, or any real intelligence - just a vengeful desire to wreak havoc. If the shaman achieves a Marginal Success, the Whirlvish may attack its creator. On a Minor Success, it will leave. On a Major Success the shaman may set it some simple task or direction in which to go. On a Complete Victory, it is bound to the shaman, who can give it orders while it is within shouting distance. Freeing a spirit turned into a Whirlvish is a formidable task, requiring otherworldy magic).

Gagarth in Prax

The wild folk of Prax know Gagarth: his vicious whirlwinds scour the Wastes and his roving bands of outlaws are yet another challenge to those who follow the Way of Waha. Like the Spinstorm Dancers, his Praxian worshippers treat Gagarth as a spirit, and thus also practice misapplied worship.
Physical Abilities: Ride, Mounted Combat, Spear Fighting, Maintain Pursuit, Endure Sandstorm.
Mental Abilities: Bully, Taunt, Boast, Resist Authority, Spirit Combat, Gagarth Tradition Knowledge.
Traditional Spirits: Whirlwind Spirits (typical spirits include Whirlwind Spear, Blow Storm, Dust-in-Eyes, Whirling Leaper and Howling Wind)
Hunter Spirits (typical ones include Find Trail, Follow Trail and Ambush)
Outlaw Spirits (such as Spit-on-Waha, Poison Water, Ignore Commands)
Special Spirits: Wild Huntsmen as above
Spirit Allies: Outlaw Spirits.
Fetch: Whirlwind Spirits.
Fetishes: as above.
Secret: Create Lost Wind (As Create Spinstorm, above).

Whirlvish

By Jamie 'Trotsky' Revell

Stats: Abrade 10w, Spirit Combat 15*, Fly Fast 12, Frenzied Hatred 5w
Distribution: The Wastes
Habitat: Open terrain

Gagarth is an evil storm spirit, the source of senseless violence, worshipped only by outlaws and kinslayers. It is said that he wanders the Sartar and the Wastes, accompanied by the souls of deceased worshippers, and that he seeks to destroy any sentient being he encounters. Normally, only those lost and alone, far from their kin, will become his victims. But when they do, their souls are bound into the dust-storms that Gagarth creates, so that they become the malevolent beings known as whirlvishes. Whirlvishes may also be deliberately created by Gagarthi shamans.

Like elementals, whirlvishes are spirits that take physical form, in this case constructed from stinging clouds of whirling grit and dust. They are mindless, animated only by an insane hatred of living things.

Combat Tactics: Whirlvishes attack any sentient being they encounter, and seek to destroy them. They blast the victim with sand and grit, until nothing remains but a skeleton scoured clean by the wind. A person wholly encased in thick cloth, armour, or other protection may delay this fate, but the only way to avoid it is to slay the whirlvish. Even magical protection spells are worn down by the evil winds, and cannot save the victim.

Fortunately, the physical body of a whirlvish can be disrupted like that of an elemental, so that normal, physical, damage will affect them. However, the whirlvish will also assault its victim mentally, and bombard them with sensations of hatred, pain and loss. If the victim succumbs, they will be unable to act, and the whirlvish will surely slay them. To reflect this, the Narrator should augment the being's Abrade attack with its Spirit Combat ability. Because they are not especially large, whirlvishes can only attack one human-sized target at a time.

 Latest revision: 15 Feb 2001, new
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