Orlanth the Thief
By Ian Thomson (additional ideas
Wesley Quadros and Mark Galeotti, inspirational reference: King of Sartar p256)
The Thief is an aspect of Orlanth that arises in Heortling territory occupied
by, or adjacent to, an enemy of greater military power than the Heortlings.
Members are outlaws in the sight of such an enemy, although they still respect
the Laws of Heort. It arises when might of arms and personal valour have
failed. Its followers are stealthy and devious, attacking by surprise and
cunning, snatching plunder, destroying property and escaping by night. They
are not afraid of combat, but their objective is to act and escape in order
to live to strike again.
It is always a small cult in terms of membership, since most regular thieves
will join a local Lanbril ring, and most Orlanthi will not choose this devious
lifestyle. All of these Orlanthi thieves share certain attributes that
differentiate them from regular thief cultists such as the Lanbrilli, including
a tendency to heroic action, and focussing their exploits solely against
their cultural enemies. Their connection to the Cult of Orlanth provides
a certain amount of protection from other local thief groups, and since the
Orlanth Thief cult is so small an uneasy truce is the normal way.
There are no Priests of Orlanth the Thief, and no Temples, although shrines
exist scattered amongst woods and ruins across traditional Heortling territory.
Some cultists travel extensively with no fixed abode, posing as followers
of Orlanth Adventurous or as non-Initiated followers of the Storm Pantheon.
Others secrete themselves amongst the locals. All of these cultists join
in ordinary worship ceremonies to Orlanth, preferring Adventurous when such
are available. This cult is never openly acknowledged by the Priesthood,
as secrecy is deep within its identity.
As well as daring raids against the enemy, cultists circulate within the
criminal underworld, reporting overheard information to their Temple, and
smuggling goods under the noses of any occupation forces. Normally they are
able to get all they need from raiding, selling excess stolen goods, and
through the gifts of sympathetic locals, but sometimes they must steal from
collaborators amongst their own people in order to feed and clothe themselves.
This fine line makes this cult an unattractive option for many Heortlings.
| Entry Requirements: |
Normal entry protocol involves merely being an Orlanthi oppressed by
an enemy power, who turns to the use of wits, stealth and illicit activities
in order to oppose that power. Those who already worship an aspect of Orlanth
may be easily inducted into this branch, but during long periods of occupation
by an enemy, suitable uninitiated young men and women may also be sought.
Rather than being approached by a member of the local Thieves' Guild, prospective
new worshippers will encounter a Devotee of Orlanth the Thief. In desperate
times all Devotees are encouraged to salvage any people they think can remain
within the worship of Orlanth rather than fall into one of the other Thief
Cults. It is necessary that all considered for recruitment hold the view
that they are daring survivors making the most of the poor situations they
find themselves in, and are not merely heartless cut-throats or simple muggers.
There is no place in this Cult for murderers or those who enjoy causing suffering
for its own sake. |
| Mental Abilities: |
Mythology of Orlanth the Thief, Myths of the Thunderbrothers, Guerilla
Tactics, Know Enemy, Lie |
| Physical Abilities: |
Leaping, Weapon Fighting, Wilderness Survival, Disguise |
| Affinities: |
Combat (Armor of Woad, Fight Many Foes, Spinning Shield, Lightning
Sword)
Sandals of Darkness (See in Darkness, Walk through Shadows, Stand
Unseen, Undetectable Object)
Movement (Flying Leap, Fall Safely, Run Up Walls, Burst of Speed,
Switch Items) |
| Secret: |
Steal Away Self (With perhaps just a gentle gust of wind, or a
noise on the breeze, the cell is empty, the noose dangling unattended, the
barricaded room is found to have no occupant, or the trail ends at a sheer
cliff. This gives an automatic success at a single final action in a contest
where the character has used his Movement Affinity whilst trying to elude
capture. It can be used even if the character would not normally have a
final action. This is the only situation where the Switch Items feat
will work on a living being, and may be used within visual range to swap
the worshipper with a would-be captor or a handy bystander.) |
| Worshippers: |
Followers of Orlanth the Thief are loyal Heortlings who have an affinity
for stealth, secrecy and swift action. Amongst many meetings of Orlanthi
resistance fighters will be an outspoken group of Thief cultists enthusiastically
plotting their next raid or smuggling operation. Instead of tithing directly
to the cult, most Thief followers choose the option to donate recovered goods
and money directly to the local underprivileged, or at least to their own
families. |
| Other Connections: |
Cultists form appropriate local or professional connections depending
on their current environment. For instance in Pavis many followers of Orlanth
the Thief perform clandestine activities on behalf of the Rebellion. |
| Disadvantages: |
Followers of this aspect are criminals by the definition of the opposing
power, and must conceal their true allegiance and be continually alert against
discovery. |
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