The Cult of Donandar
God of Minstrels and StoryTellers
I. Mythos and History
Donadar was the son of Harana Ilor,
the Celestial Court Goddess
of Harmony, and like her he was a musician and a story-teller. When young
he was Lhankor Mhy's greatest rival for
the love of the Mistress of the
Light of Knowledge. Tales do not agree when asked who it was that she
gave her love to, perhaps it was both. Even though the two gods were
rivals they remained friends, happily they swapped tales upon the banks
of the Spike.
When Orlanth killed
Yelm it was obvious to both Donandar and
Lhankor Mhy that knowledge was being lost to the world and that strange
things were entering it that they knew nothing of. They agreed that they
should try to preserve knowledge. 'How should we do this?' asked
Donandar. 'We must learn all, and preserve it, secret and safe,' replied
Lhankor Mhy. 'But what,' said Donandar,
'if we should be killed? We
should learn all there is and tell it to whoever will listen. Then there
will always be someone who will know the answers.' 'But who will know the
questions?' It was their first and most important argument.
Donandar travelled greatly during the Darkness exchanging tales
with all he met. Though he was not a fighter he was a witness to many of
the great conflicts, often telling warriors ways they might defeat their
foes. He met Kyger Litor and found a
home in her court for a while while
he learnt much of her lore. When he left the Castle of Lead he was able
to tell many tales of the trolls' exploits against chaos which softened
the hearts of other chaos haters who previously had thought trolls just
another form of monster. Urox,
the Storm Bull, heard of his future friend
Zorak Zoran in this way.
Though Donandar sought to save the Mistress of the Light of
Knowledge from Tien (
later Thanatar) he failed and she was
lost. Lhankor Mhy blamed him in part for
this, and their relationship suffered still
more. The final straw was
when Lhankor Mhy refused to tell any of his
secrets for fear that Donandar would tell everyone. It was then that
Donandar refused to tell a story except in exchange for a new story. The
gods, once friends, split from each other, never to be friends again.
When the dawn came the cult of Donandar was widespread but small.
His worshippers were travellers, minstrels, bards and quickly all forms
of entertainers, but always at the heart story-tellers. Though sometimes
persecuted they could never be destroyed for there was always some place
where they would be welcome. Donandar promises little for the afterlife.
His worshippers know that they will play the same roles s they did in
life. Funerals are conducted in accordance with local customs, but
afterwards will always include a wake where the dead man's best tales are
told and so remembered by the next generation.
Donandar is associated with the runes of Harmony and Truth.
II. Cult Ecology
Donandar's' cult always exists on the fringes of society, but
they are welcomed in most of the places they go. They fulfil too useful a
function to be forgotten; telling stories of faraway lands and enhancing
the reputation of local rulers. Though they are sometimes treated as
spies it can be far too dangerous to incur the wrath of the cult to make
it worthwhile. With the spell Truth Telling Donandar's priests can damage
any local ruler's reputation beyond repair and for this they are
generally respected.
Donandar's worshippers do not make up all the entertainers in
Glorantha, but most of them pay him some respect. The cult's
'organisation' results in entertainers travelling to places where they
will receive a good audience and be well paid for their efforts.
The cult's main dislike is for those who hold secrets; Lhankor
Mhy falls into this category. Donandar's entertainers will always try to
find out secrets if they can. They also have a natural dislike for anyone
who will not offer a just price for a good story, and will generally
hound such individuals in their tale telling.
Donandar's High Holy Day is Wild/Truth/Storm, upon which day all
story tellers and entertainers are found giving open performances as
close to the local knowledge temple as they can possibly manage (though
they officially
disapprove Lhankor Mhy apprentices will
generally be in
the crowd taking notes). The entire Truth and Harmony weeks of all
seasons are minor holy days.
III. The Cult in the World
Donandar's cult is a small one. He is worshipped by
story-tellers, minstrels and all other forms of entertainers, but not by
all of them. His temples are rarely larger than shrines, except at
certain major festivals when entertainers assemble for other purposes.
Donandar is worshipped throughout central Genertela and sometimes beyond.
No places are particularly holy to Donandar, though any place where a
tale is being told is holy to him. It is said that sometime he will be
there to watch and will offer the next tale if the first was good enough.
Some shrines are fixed, some travel with their priest. Shrines
teach History.
There is no formal organisation to the Cult. Members will always
exchange information concerning good and bad audiences, but no-one will
ever force another to go someplace. Often a priest will form a band of
entertainers around him, but the organisation of that troupe is entirely
his affair.
IV. Initiate Membership
You can be an entertainer without ever following Donandar but to
be initiated in his cult is a sign of commitment to that way of life. A
candidate must make his or her living through entertaining in some
manner, must find a priest willing to initiate him, check Orate and three
other skills used in entertaining and sacrifice a point of POW. What the
skills are, and wether or not the are really 'Entertainer's' skills is up
to the priest to decide.
Donandar requires no time commitment (beyond doing the job) and
only asks a tithe of 10% of all takings in Truth week and Harmony week of
each season. One magic point must be sacrificed each day of those weeks.
Benefits are slim. An initiate may go to a priest and demand
shelter and enough food to live on if times are hard, but the food will
be poor and finding a priest in such a place may not be easy. Initiates
are a little more likely to teach each other skills (often on a quid pro
quo basis) and must always exchange stories. Initiates must always tell
each other a new story, and will often tell more. There is no requirement
to tell the other the story that he really wants to hear; any story that
he hasn't heard before will do.
Initiates may ask for divine intervention and rune magic as
normal. No spirit magic is taught, but none is forbidden.
V. Priesthood.
Priests of Donandar are the best, the ultimate masters of their
arts. They are the sort of entertainers that get princes into dockside
dives just because of the floor show. To become a priest the candidate
must have been an initiate for at least 5 years, must know two
entertainment skills at 90% or above and Ceremony at 50%+, must have an
APP under 8 or greater than 13 and he must convince the examiners.
The examiners are always three priests, including if possible the
one who made the candidate an initiate. The candidate must first
demonstrate his art, succeeding at all four speciality skills and
Ceremony (showmanship). Then the candidate must convince the judges of
his holiness (POW x3 or less on 1D100, add one to the multiplier for each
skill that produced a special roll). The candidate must bring the judges
together (which might not be easy of itself).
Priests of Donandar have very little control over the cult's
initiates, save when they are their employers. Initiates are more likely
to follow a priests instructions, but they are under no spiritual
requirement to do so. Priests need only donate 10% of their time and
money to the cult. They hold the tithes of initiates as a poor fund, and
while they can support themselves on cult money it would be shameful to
do so as a priest should always be able to make his way in the world.
Priests must sacrifice a magic point for each day of Harmony and Truth
weeks as must initiates.
Priests of Donandar may check for a work related divine
intervention on 1D10 instead of 1D100.
Special Divine Spells: Harmonise,
History, Illusory Sound,
Protraction,
Truthtelling,
Clever Tongue, Worship Donandar
VI. Donandar Special Cult Rune Magic
- Harmonise
- 2 points
Ranged, special, stackable, reusable
- This spell causes the victim to do exactly what the caster does,
if his magic points are overcome my the caster's. It works only on beings
with the same basic shape as the caster, for reasons that are obvious if
you envision a man trying to Harmonise a horse. He could though Harmonise
a Wind Child, though he could not get the wings to work. The recipient of
the spell attempts to do whatever action the caster does. Some things are
impossible; if , for instance, the victim is walked into a pit he will
continue to walk, but will not make much progress.
- If a Harmonised target is injured, the caster feels pain (and
must make a concentration roll if in the process of casting a spell), and
if a Harmonised person is killed, the user takes 1D6 general hit point
damage. Multiple Harmonises allow the caster to affect multiple targets.
One common use of this spell is to perfectly co-ordinate a group of
dancers. The spell lasts as long as the music does, as though Protraction
was in effect, though the music need not be played by the caster (though
if you wanted massed trumpets, this is your spell).
- History
- 1 point Touch, temporal, non-stackable reusable
- This spell allows the user to tell aloud the history of an item.
If there is too much to tell within the 15 minutes of the spell, parts
may be lost. If the item has a long history the spell starts at the
beginning unless the user dictates a particular time at which to start.
- This spell is functionally identical to the Lhankor Mhy spell
Knowledge, save that the information comes out as a story that all may
hear while the sage spell informs the sage only. The story must be told
aloud and the caster has no control over the story that he is telling.
- Protraction
- 1 point Self, special, non-stackable, reusable
- This spell must be stacked with a temporal spirit or sorcery
spell. At the point of casting the spell the caster must begin to play
some musical instrument (or sing) and make the appropriate skill roll.
The spell will continue to work for as long as the music continues, but
it will cease as soon as the caster is interrupted for even a second. The
caster will loose 1 fatigue point for each minute he plays and should he
get down to 0 FP he must start making CONx5 rolls each minute; obviously
a friend who knows Endurance is a great help.
- Truth Telling
- 2 points Self, instant, stackable, reusable
- This spell can only be cast on oneself, but has a secondary
target; who must be within earshot of the caster. The spell causes the
caster to speak aloud one secret truth about the target.
- The caster has no control about what truth is spoken, but
generally it will be the thing that the caster least wants spoken abroad.
This need not be anything relevant to the victim's current situation.
'King Ragnar Blackbeard wet his bedding last at the age of sixteen,'
might be more embarrassing than 'King Ragnar has seduced Ranaulf
Windvoice's daughter', no matter which might get him into more immediate
trouble. Multiple points of the spell will reveal multiple truths.
- When a truth is told there is an air of authority in the caster's
voice. Those who know of the caster's connections with Donandar will be
inclined to believe what was said.
- Clever Tongue
- 1 point ranged, temporal, non-stackable, reusable
- Doubles the target's skill percentiles in Orate and Singing for
the duration of the spell.
VII. Subcults
There is no spirit of reprisal. Donandar is not a powerful enough
God to waste energy on such things. One who offends against the cult
(which would take quite a bit of work, though murdering your priest would
work) will no longer have access to reusable magic and, more importantly,
will no longer have the companionship and support of other cultists, who
will generally interupt a story to throw an offender out and tell
everyone why they are doing it.
There are a few Donandar Hero cults out there, but they are very
rare. Generally they offer a new Rune spell appropriate to the Hero.
VIII. Associated Cults
- Issaries
- Issaries has much in common
with his
brother, both in particular have a
wanderlust. In order to help keep his brother safe he provides him with
the spell Path Watch
- Path Watch
- 2 points self only, duration variable, non-stackable, reuseable
- This spell is used when travelling through dangerous or
questionable terretory. It must be laid upon a known path or visible road
which will be traveled by the cater. The spell alerts the user to the
direction and number, though not type, of all enemies and traps within a
100m radius. The spell lasts as long as the road lasts and as long as the
caster stays awake.
IX. Miscellaneous Notes
Donandar and Lhankor Mhy
The gods fell out during the Gods War which rather naturally
sours the relationship between the two cults. Initiates of Donandar make
a point of never paying for information of any sort, not even skill
training. Initiates of Lhankor Mhy naturally
make a point of never
telling anybody the time of day without getting something in return. The
functional relationship between Donandar
and Lhankor Mhy cultists in an
area really depends entirely on the attitudes of the local Lhankor Mhy
High Priest.
Lhankor Mhy's great problem is that the cult knows that
Donandar's travelling story-tellers do know an awful lot and if only they
could be made to tell then the Library would be greatly enriched. In some
areas the High Priest is relatively enlightened and will arrange for
initiates to exchange information, but such places are rare; Lhankor Mhy
factionalism tends to prevent such informal arrangements from lasting. In
other areas the Sages will studiously avoid learning anything from
story-tellers claiming that all their stories are unreliable and that
there is a plot to contaminate the libraries with fiction. In still other
places junior initiates are given some beer money and told to go down to
the local inn to lurk and listen. Jumping a story teller and forcing him
to tell everything he knows is not practiced as the story-teller will
always try to contaminate the library that way.
Donandar and the Trickster
Donandar and Trickster are an unlikely
pairing. They have similar
habits and frequently worshippers of one will pose as worshippers of the
other. Their natures however are fundamentally opposed (Harmony Truth
Harmony vs Disorder Illusion Disorder) and consequently they are often at
each other's throats.
Tricksters will often try to make minstrels the butt of their
jokes - it helps that no-one much cares of a minstrel is made to look a
fool while your local Orlanthi is likely to have friends with swords. Can
it be coincidence that minstrels are so often telling stories in which
Trickster is made to look a fool?
Neither god is a warrior so tricksters and minstrels will not go
about murdering each other without a little more cause.
Cultural differences
Donandar's worship differs greatly depending on just who is
worshipping him. The portrayal of Donandar shown here is appropriate to
the Theylan cultures of Central Genertala. The Donandar of the Lunar
Empire and Dara Happa is far more like the Gods of Glorantha/White Wolf
version.
Author's Notes
This cult write up is about as unofficial as you could possibly
get. Greg Stafford has not just laid down guide-lines for the cult but
has even published a full write up. While I admire Greg's least works,
his Donandar write up always seemed one of the very least; I could never
quite imagine that cult fitting into the Orlanthi society that I
understood, neither could I construct an interesting set of stories based
on the character. I prefer to think of his write up being that of
Donandar in a literate society and this being the Donandar of a society
that relies on the oral tradition for almost everything.
This cult was first devised in 1985, writen up in this form and published
in Read Pheasant Throughout #1 in 1993. If you've enjoyed it, feel free
to buy the zine - or hassle me to get #3 written faster.
Glorantha is the trademark of Issaries, Inc. and is used with their permission. Issaries, Inc. is the Trademark of Issaries, Inc.
Author:
Nick Eden