Saturday, January 22, 2022

Cults and Brotherhoods - The Sha'ir (part 2)

 The Situation

In my last blog entry, I started fleshing out the Sha'ir, which many of you know from Al-Qadim, and ended at the equivalent of the Follower rank. 

As with the Sha'ir from Al-Qadim, most of the spirits are built around casting spells for the animist, though some have other abilities as well. I did not detail out each kind of spirit, as I encourage you to take spirits from the book and construct examples as you need. However, if you need a starting point, consider this generic template which will require a bit of fleshing out. I suggest selecting 1 power/spell per intensity from the list presented in the last blog entry for many of them.

Djinn Template

Characteristics

INT: 3d6
POW: As per Intensity
CHA: 3d6
Spectral Combat = 50% + POW+CHA
Willpower = 50% + (POWx2)

The Organization

Sha'ir

Once the rawi demonstrates sufficient skill in poetry, djinn begin to take notice of him and decide he is worthy of speaking to. This marks the transition of a rawi into a true sha'ir, who can beseech djinn for favors. If a rawi gets to this point, they are already considered to be a very good poet, and worthy of reciting for chiefs and petty kings.

Requirements

Sha'ir must show at least 50% skill in the following: Art (Poetry), Courtesy, and Trance. In addition, their knowledge of their own Native Tongue and Customs must be 90%. Lastly, they must also learn Lore (Djinn), and up to 50%. This last requirement is especially challenging, as it does not come from easy training from within the cult, but rather through individual research, learning of stories, and observing the spirit world.

Benefits

Once the djinn are willing to talk to the young sha'ir, they learn through conversation with djinn, and expenditure of 3 experience points, the Binding skill at a base level. This is a natural progression where the sha'ir learns of true names and how to impress the djinn with their poetry and their courtesy. Binding for the sha'ir is capped (Mythras, p50) by their Art (Poetry) skill, reflecting that their skill in poetry is instrumental in bringing the djinn to service.

The sha'ir also gains the knowledge of a single Jann who "discovered" the sha'ir's eloquent composition. This Jann is Intensity 1, and none of them offer the ability for the sha'ir to shapeshift. This Jann can also act as a tutor to the sha'ir in the ways of Binding djinn, with a skill equal to it's own willpower. They can also be of assistance in finding other djinn.

Sha'ir do learn the art of creating fetishes, and often use containers for these.

Restrictions

Sha'ir are expected to maintain good relations with Friendly and Neutral djinn, and take an Oath to the organization with a starting value of 30%+POW+INT. This can be difficult to maintain, as djinn don't always think like humans, and are full of human jealousies and envies. 

The Invited

After some time dealing with djinn, the sha'ir's fame grows within the spirit world and he is eventually invited to recite for a minor djinn potentate. Traditionally, this poetry sings the praises of the ruler, but sometimes may stray into discussing the beauty of the world or even personal hardships. Whatever this poetry, this is the mark of a truly great poet.

Requirements

To even be considered for this honor, the sha'ir must have at least a 70% in Art (Poetry), Courtesy, Willpower, and Lore (djinn). In addition, the invitation gives the sha'ir the right to cross to the spirit world for the purpose of fulfilling the request. Once there, they must perform and extended task to impress the potentate:
  1. The sha'ir must use Courtesy opposed by the potentate's Willpower (50% + (POWx2)) to impress them with their courtly manner.
  2. Then the sha'ir is invited to perform and must make an Art (Poetry) roll against the potentate's Spirit Combat (50% + POW+CHA)
  3. The sha'ir then celebrates with the court of the potentate for 3 days and nights, requiring a Willpower roll against the potentate's to avoid collapse
  4. Lastly, at the end of the festivities, the potentate proposes a contest of poems, which is an opposed Binding vs the spirit combat of the potentate
Assuming the sha'ir wins, they are granted a standing invitation into the spirit world from then on. Failure leaves the sha'ir unable to enter the spirit world for one year for every success they lost by. After that time, they may receive another invitation.

Benefits

Primarily, the sha'ir gains the benefit of being able to enter the spirit world as a Shaman of other traditions. This allows for a rapid learning of the names and places for many djinn. Any experience expenditure in Lore (djinn) gains the The Invited 1d6+1 points in the skill rather than 1d4+1. Any training and teaching gains normally.

The Invited can expect hospitality from nearly any earthly ruler for themselves and their companions. This is normally lavish, as any earthly ruler is hopeful the poet will put in a good word with the djinn for them. 

Restrictions

None, though The Invited are expected to maintain their Taboo and Oath.

The Gifted

By this rank, The Invited are recognized both in this world and in the spirit world for their honeyed words, earning the name Gifted. They are widely copied, spoken on the lips of kings and commoners alike. Perhaps not quite once in a generation, but incredibly well known. Yet, at this time in their career, The Gifted often turn inward, exploring themselves. 

Requirements

With this level of fame, they must have Art (Poetry), Courtesy, and Willpower at a 90%. Their Oath must be maintained at at least 70% and they must be in good standing with regards to their Taboo.

Benefits

The Gifted need not worry about earthly survival concerns while within any community that speaks their Native Tongue. They are known and treated as an honored guest, and their companions are offered all hospitality. 

The Gifted, through introspection and writing of poems on the nature of the soul (represented by the expenditure of 5 experience points) gain access to an Allied Fetch, called a Qareen, who can assist the Gifted as needed. This fetch is created as normal, determining their Intensity based on the POW of the qareen.

Because they have studied the nature of the soul, The Gifted are able to take others with them to the spirit world and to the court of the djinn. This allows for earthly rules to petition djinn and for the Gifted to advocate for them.

Restrictions

Because of their Oath and their Taboo that they must continue to maintain, The Gifted are sometimes somewhat reticent to advocate for earthly rulers in the spirit world.

The Golden Ones

A few times in a generation, a sha'ir comes along that is truly magnificent in their poetry. These sha'ir become elevated above all others, and kings hang their poems in their treasure vaults along side golden statues and cups.

Requirements

Golden Ones are recognized by their incredible skills in the word. Courtesy and Art (Poetry) must be at masterful levels - 110% in each. In addition, virtually all have their Native Tongue at a similar level, as it caps their Art (Poetry), though it is not a requirement.

Benefits

The Golden Ones are treasured very highly, and each one is granted a Sanctuary (Mythras, p202), both in this world and in the spirit world. Normally, this is a domicile with a lord who wants nothing more than poems and the prestige of being host to such an august guest permanently.

Restrictions

None. They have reached such renown they are no longer bound by earthly concerns.

Saturday, January 15, 2022

Cults and Brotherhoods - The Sha'ir (part 1)

The Situation

For your first animism cult, you may come from a traditional notion of spirits and animism being associated with nature. Wolf totem shamans, druids, and all of the animism cults of Monster Island fall into this category. This is perfectly reasonable. For this article, I'm going to pursue a different path and pick the Sha'ir, a collection of Djinn summoners. 

Many are familiar with the Sha'ir from the Al-Qadim campaign setting of Dungeons and Dragons, but they do have roots in pre-Islamic Arabia. They were considered to be supernaturally inspired poets and speakers. We are going to hold onto that idea and expand on it heavily.

You may find it useful to read this article by Pete Nash from Fenix magazine to expand on the idea. The djinn I'm planning on using are a bit more friendly overall, for reasons that will become apparent in the cult description.

The Djinn

 When designing an animist cult, it is very helpful to define what spirits they are going to have access to in your world and what relationship they have with them. This scopes the animist's power as well as flavors it. You do not need to have all of the spirits present in their spirit world. Nothing says that this tradition even thinks about spirits such that nature spirits exist.

Also note, you can have more than one spirit world. That is to say, if you have multiple animist traditions in your world, they don't all have to pull from the same spirit world. They may only interact with the others if the spirit manifests into this world or possesses someone. This can get very interesting if the animist needs to be of a specific tradition to remove the spirit.

Relationships 

For this cult, the Jann are Friendly. They are shapeshifters, controllers of the desert, and finders of oases. They tend to have the powers of Demesne, Manifestation, Shape-Shifting (into a camel), and Spellcasting. Their spellcasting tends to be folk magic spells (1-3 per intensity), but some gain knowledge of sorcery (1 spell per 2 intensity, must be at least intensity 2). 

The most powerful spirits known to this cult are the Ifrit and the Marid, and these are Neutral to the cult. These both have Shapeshifting (animals), Manifestation, and Spellcasting (sorcery) universally, and others may have Curse, Bless, Endowment, and a wide variety of other powers. These are universally at least Intensity 3 and are quire dangerous to deal with, as they are prone to evil. However, both are cultured, and will appreciate the Sha'ir's art. Of the two, Ifrit are the more cunning and Marid are stronger. Strong Marid are beings of immense, god-like power and not to be summoned lightly.

The Si'lat are another kind. Most of these are Hostile to the cult, though a few are Neutral. They are rarely found in the spirit world, as they Manifest and seduce men (use the Bagini, p227 Mythras), but can be defeated in spirit combat.

The Shiqq, who Manifest as homunculus-like beings are Neutral to the Shi'ar. They gain the Wither trait as well as the Passion (Lust) trait, which allows the Shiqq, itself quite ugly, to mate with humans and produce the Nasnas, another type of Neutral spirit which Manifests as a human with half a head, one arm, and one leg. 

One of the most common spirits for this cult, and universally Hostile, are the Ghul. These Undead or Wraith spirits (both kinds exist) are the bane of most Sha'ir, worthy only of destruction.

The last of the Hostile spirits are the Shaytan. They do not Manifest at all, but have the powers of Miasma and Passion (one or more, depending on intensity). These insidious spirits are often deferred to as demons by sha'ir. 

The Organization

The Sha'ir are not so much of an organization as they are a set of individuals who are recognized for their role in society. Analogous to bards and skalds, they are poets, diplomats, and mediators. They keep the peace between tribes in the area,  and a Sha'ir may fulfill this role between multiple tribes. Travel, and the adventure that results as a part of that, is not uncommon at all.

First and foremost, Sha'ir are students of the word. They read, compose, and recite poetry. Their skill in these, entirely oral in nature, is part of what drives their ability to handle the djinn that they summon. 

Rawi

The rawi, or the reciters, are sha'ir who have not yet bound their own djinn. They are students of poetry, and often follow around sha'ir looking to catch some glimpse of wisdom, a phrase of beauty to impress a djinn, or to simply learn. 

Requirements

They must have some training in Art (Poetry), though this needs be no more than a rudimentary understanding. Basic training Courtesy is also required, as Poetry is a courtly art, and it is important in dealing with djinn hierarchy. Their knowledge of their own Customs and Native Tongue must be exceptional, however, requiring at least a 75% in each to even be recognized as a worthy rawi. Lastly, some evidence of strong will must be evident, requiring a 60% in Willpower.

Benefits

Through their careful study of sha'ir, Rawi gain the ability to train in the Trance skill. Though they may never gain more than the Trance Preparation time of the Follower (p131, Mythras) without progression in the cult, many consider this to be enough. After long recitations, they are able to perceive the spirits around them and may be able to determine displeasure from djinn, warn of threats, and guide others away from them.

As a recognized rawi, they are also likely to gain some benefits when coming to the court of kings, leaders, and others, and may expect reasonable hospitality from them. Food and lodging for the rawi (and for her companions, with a successful Art (poetry) roll) is made available for their stay.

Being around other poets constantly, rawi have easy access to training in Art (Poetry) and Courtesy, as well as their own Native Tongue. 

Restrictions

Rawi are expected to act as mediators in some cases. They are called upon by their communities as experts in Customs, as diplomats, and as poets. It becomes Taboo for a rawi to deny their assistance in these cases without extreme cause (being incapacitated or severely wounded or ill would be a reason that it is denied). Breaking this Taboo shuts the rawi from the spirit world until reparations are made.


Thursday, January 13, 2022

Magic - Animism

 Animism is one of the more fascinating magic systems in Mythras. Many people hear about it and think it is some sort of "pet class" where the spirit manifests and fights for the animist. It could do that, if one constructed the spirits for it or used Predator or Undead spirits, but it is really a whole lot more than that. 

How Power is Shown

Animists can gain power from their spirits through

  • Augmentation - power is bestowed on the animism directly. A spirit could grant night sight, hit points, or ward the caster from hostile magics, among other powers.
  • Embodiment - the power is manifested from within the animism, as he and the spirit merge. Shape-shifting spirits are the most obvious example of this, but some kind of Disease spirit might give the animist to infect others directly with his body.
  • Abdication - this is where the animist gives up is body and allows the spirit to take over it. My favorite example of this is Ancestor spirits, which gives them a chance to walk around and communicate with their families after being summoned at a séance, but virtually any spirit might like this level of access to the physical world.
Each of these can greatly define the animist and how they interact with the spirits. Consider a forest spirit, a type of nature spirit, which grants Bless (Tracking). The spirit demonstrates it's power as a ghostly wolf head that rests over the head of the animist, Augmenting the animists tracking skill. Compare this to the same forest spirit who grants the power to the animist via Abdication - the animist drops to all fours, sniffs the ground with his nose, perhaps even howls as he chases his prey. The same spirit that grants it through Embodiment may completely alter the animist's facial features!

How to Walk with Power

In addition, animists have the unique ability to interact with the spirit world via the Trance skill. This makes it different from the other forms of magic in that there is an active magical ability tied to the second skill - theism's devotion, sorcery's shaping, and mysticism's meditation offer no such benefits. Perhaps appropriately, the skill of the animist describes what they are able to do with this ability.

Trance is a remarkably flexible ability. A lowly Follower of a spirit cult will be able to determine something is wrong with an area if the spirits he views in meditation are sickly, mutated, or missing. He may be able to tell a valley is the site of a great battle, witnessing ancestor spirits in their panoplies reenact their deaths. Spirit worshippers will be able to query flower spirits as to who passed through an area and earth spirits where precious metals all. Once an animist learns to separate their soul from their body, they are an invaluable scout, able to cover an incredible amount of space in little time, and are able to force spirits to manifest so they may be dealt with by physical means. Once the animist reaches the pinnacle of his art, pulling souls with him on spirit journeys or ripping the souls out of enemies becomes possible.

It is no wonder that access to the spirit world is the primary indicator of power within a cult.

How Power is Contained

Animists also have the rare ability to create objects that could arguably be called "magic items". Fetishes give the animists a great deal of flexibility, having to only find a spirit once and tie it to a fetish. They no longer have to seek it out in the spirit world, no longer have to spend the time to even access the spirit world. A simple touch, a binding roll, the sacrifice of a magic point, and the spirit springs forth to perform the task at hand.

Not every animist cult makes fetishes, but it is undoubtedly something a player will consider for their character. A common question is "How many fetishes is my character allowed to have?" While each campaign should weigh this, I think starting with none is suitable for a starting Spirit Worshipper or even Shaman. They are relatively inexpensive to create, only requiring a single experience point per intensity, and should be within the power of the animist to make themselves after character creation.

Location and creature bindings are also options, and often overlooked. A spirit (or more!) bound to a location makes a wonderful Sanctum Sanctorum for the animist. Friendly spirits will defend it quite vigorously. Spirits bound to creatures make excellent familiars. Perhaps the raven shaman invests the largest of his flock with the spirit of Raven, a nature spirit, and it provides him with advice and wisdom. Another may construct a homunculus and bind the spirit of an ancestor or loved one to it, allowing it to completely business left unfinished in life - though this latter cannot regenerate magic points.

Tuesday, January 11, 2022

Cults and Brotherhoods - The Brotherhood of Steel (part 2!)

 The Situation

In my last entry, I talked about creating the Brotherhood of Steel, and described the first two ranks. Let's finish it out!

Titanium Brothers

Joe's character Jack is still a long ways out from being able to get to the Titanium Brother rank, the equivalent of a Journeyman, but that doesn't stop Ann Marie from looking ahead. Titanium Brothers are officers in the Brotherhood of Steel. The run the day to day operations - a middle management, if you will. 

Requirements

They are proven mercenaries, though not all are the best fighters (many are, however). They all have at least 90% in three of the cult's skills - often a Lore skill, as it is handy when managing troops - and are largely pulled from the ranks of the Steel Brothers. Occasionally someone from the outside might show some skill and be accepted, but they still must swear the same Oath that Steel Brothers swear.

Benefits

Titanium Brothers are paid a premium for their position - 50 silver pieces a week, and often extra bonuses for completion of particular objectives. This, combined with a limited supply of gratis equipment from the company's quartermaster (GM's discretion. Replacement of a sword or two a year is fine, but repeated abuse of equipment will attract attention) make most Titanium Brothers wealthy. Sometimes they are even called the Silver Brothers by the lower ranks, especially if they are not sharing their wealth with the troops.

Each Brother at this rank also gains a small squad of troops at his command, equivalent to 10 men. These are mostly Iron Brothers, with a pair of Steel Brothers to oversee their activity. They can largely use them as they wish, as long as their objectives don't compete with the Brotherhood as a whole. The death of any of these troops will raise eyebrows, and repeated loss of troops on personal missions will call into question the Brother's fitness for command.

Each Titanium Brother gets a new titanium plaque as well. It still has runes inscribed in it, but it no longer carries multiple dates, as membership at this level is a privilege earned. Instead, a single date (when they were accepted) is added, as well as the name of the squad they command. Their membership fee for being a Brother is also completely waived in light of their command duties, and each receives an superior object symbolic of their role - a finely crafted sword or breastplate for a warrior, a jeweled drinking horn for a diplomat, etc. These each have one Enhancement, as per the Mythras Equipment Manufacturing and Quality rules.

Restrictions

With command over troops, Titanium Brothers have increased responsibility. Their Oath to the Brotherhood gains a companion Oath to the troops they command. This starts at the same level as their Oath to the Brotherhood, and specifically covers their duty to the mercenaries who follow them. They also gain a Taboo against harming their troops unnecessarily, with punishment being meted by a tribunal of Brothers a rank above them. 

While Titanium Brothers are required to lead their troops 20% of the time, the rest of the time they are free to pursue their own interests.

Mithral Brothers

Having shown themselves to be capable leaders, some Brothers choose to rise within the organization. Not every Brother chooses this - a good many are happy staying as Titanium Brothers and retiring wealthy. Mithral Brothers, though, forward the goals of the Brotherhood of Steel - they oversee several Titanium Brothers and work with the other Mithral Brothers in cooperation. 

Requirements

As such, each Mithral Brother must have at least 110% in two of the cult skills. A wide variety of skills have made appearances here, but as generals in the Brotherhood, they tend to focus less on their martial skills. This is one reason that many Titanium Brothers never bother to become Mithril Brothers - they would just prefer to be warriors in the end of it.

Mithril Brothers also must prove their loyalty - Their Oath to the Brotherhood must be at least 90% and have been demonstrated over at least 5 years, with at least 10 successful missions leading troops. Their performance is judged by other Mithril Brothers.

Benefits

Mithril Brothers have a vast amount of influence within the structure of the Brotherhood itself, leading dozens of men and having largely complete control over a sector of interests. One may oversee a set of operations for a particular nation or king, another may oversee logistical operations for these and others. Because of their extensive duties, they are well paid, receiving 250 silver per week. Much of this goes to supporting of their own guards and quarters, but they are definitely not lacking for comfort. Many entertain representatives from governments - seneschals, ministers, diplomats - who are interested in hiring the services of the Brotherhood, and they have to make an impression.

Most are incredibly well informed about the Brotherhood, having at their fingertips a network of spies, informants, and mercenaries who report goings on. This grants them the equivalent of the Insightful gift, though information does take some time to reach them (an hour for happenings in the same city, a day for those across a small nation, and maybe up to a week for those that are across oceans). 

Ann Marie still likes the idea of the plaques, but Mithral Brothers, she thinks, don't have any runes. it's just a plaque of pure mithril - a sure sign of wealth and power. It also is a sign how difficult mithril is to work with.

Restrictions

Within the scope of the Brotherhood, Mithril Brothers have very few. They are carefully monitored by other brothers, and have effectively a Geas related to their particular area. This may mean not stealing brotherhood property for a logistics general, or it may mean not turning on the Brotherhood and trying to take it over with military power.

Adamantine Brothers

Among the Mithril Brothers, three are chosen from within their ranks to lead the entire operation. These are the Adamantine Brothers, first among equals, and mediate disputes within the ranks. Each holds the rank for three years, then their position comes up for reelection. One Brother is up for election every year, in a perpetual churn of new and old faces, taking turns running the organization.

Requirements

Only two requirements get you to be an Adamantine brother - you must be a Mithril Brother in good standing, and you must be chosen by your peers in an election. Competition is fierce, and political machinations are not uncommon. Still, it seems to work for the Brotherhood, no doubt because of their Oaths.

Benefits

If you are one of three people with ultimate authority for a huge mercenary organization, you effectively have an army at your command and the ability to sway nations. Mundane necessities are irrelevant, and you can ask for and receive many worldly possessions. You gain a Sanctuary as per the cult gift, complete with personal guards loyal (passion 110%) to you. 

Upon election, Adamantine Brother receive black metal plaques that seem to absorb light. They are virtually indestructible and unbending. Bringing one of these out is enough to make most any king pause, and many to tremble.

Restrictions

Effectively none. You are, however, elected to only a three year term, and must win an election (an extended task) to keep your position

Sunday, January 9, 2022

Cults and Brotherhoods - The Brotherhood of Steel

 The Situation

Ann Marie is looking to run a Mythras game, but she is a bit concerned that it will be a bit much for her players. They are used to playing games with more defined archetypes (aka classes) and is not exactly sure how to approach it. It's kind of a lot to take in, to be honest. She hopped on the Mythras Discord and expressed her concerns, asked some questions, and got a lot of help.

Joe is a player in her game. He's what we call a "beer and pretzels" gamer. He works a long day, he's looking to relax. He's not a huge role player when it comes to the social stuff, though he does contribute in his own way. He likes fighters, because fighters smash. He's been a bit leery of Ann Marie's crazy plan to get him to play Mythras, but he looks at the fact that he can use two shields at the same time as a big win. So he makes up Jack, a fighter with two shields. 

Ann Marie says Jack should belong to a brotherhood. Joe whines a bit, but when she mentions training in his shield skill and new techniques, he is won over. She says it's called the Brotherhood of Steel, and he likes the sound of that - obviously a good set of fighters.

The Organization

The Brotherhood of Steel is a pretty motley outfit. Ultimately, they are a mercenary company, but at the lower levels, they offer training to warrior types around the world. They are loosely organized, and members at the Associate level (called an Iron Brother) just has to pay some dues and they can get training from the Brotherhood's fine set of warriors. In addition to helping pay for some facilities, this allows the Brotherhood to scout for potential talent to recruit into the higher ranks.

Iron Brothers

Requirements

Just about anyone who is a professional warrior can be an Iron Brother. It has requirements, of course, as the training the Brotherhood gives is intense. It requires you to be a professional warrior (50% in any combat style), as well as show good physical prowess (50% in endurance and brawn), have some ability to tend to the wounds you receive (50% in first aid), and then show that you are competent in some portion of the mercenary life (50% in your choice of Lore (Alcoholic Beverages), Lore (Strategy and Tactics), Gambling, Engineering, Healing, Survival, or Commerce). Ann Marie went deliberately very open with the skill selection, in part because she knows her players, but also because she doesn't know exactly where they are going to go with their skills first. 

By demonstrating these skills (the application process takes an hour or so) and paying 5 silver pieces, you gain membership and even get a little plaque, about the size of a palm, made of a grey iron. It is stamped with a particular set of glyphs denoting your entry date, and that membership is good for 1 year. Each year, if you wish to maintain your membership, you pay your 5 silver pieces and keep in good standing

Benefits

Joe doesn't like Ann Marie making him spend money, and he complains (loudly) that he wants to know what he gets for his 5sp. She says that the Brotherhood has trainers all over the world, and showing this card entitles him to use their members-only services. He says "Like what?", squinting at her with suspicion. She says they can train him up in his combat style, as well as the other skills that he used to join, for a moderate fee. She's quick to point out this is a privilege because he showed himself to be a competent warrior and able to handle their techniques. She also mentioned that if he ever gets tired of using two shields (he scoffs), they can teach him how to use other weapons for a mere 3xp (and a moderate fee) per weapon and add it right into his style! Not only that, they can teach him combat style traits like the Two Shield Smash and Shield Toss, for a mere 3xp (and a moderate fee) per trait. He thinks maybe that is ok because Two Shield Smash sounds pretty awesome, but he wants to know why he didn't get that first.

The Iron Brothers also have access to the weapons and armor shop ("Fantasy Costco!", yells Joe) at each office of the Brotherhood. These are well stocked, and the prices are good, and generally immune to markups from supply chain issues. 

Restrictions

There aren't many on Iron Brothers. The big one is an Oath not to let others use your membership plaque. There are even some very small runes on the back saying that the bearer of this agrees that it is his and that the Brotherhood is not responsible for injuries that result from training with them.

The Oath gets a score equal to 30%+POW+INT.

Steel Brothers

Joe has been playing a while now in Ann Marie's crazy Mythras game, and he hates to admit that he likes it quite a bit. His two shield warrior has been great, and he did eventually learn Two Shield Smash and Shield Toss. As a whole, he has liked being an Iron Brother, and is especially fond of his membership plaque.

Ann Marie has some plans though. This free-floating adventurer style is likely to come to an end, as Big Plot is happening, and the Brotherhood of Steel is getting hired.

Requirements

Ann Marie has Alice (an NPC member of the Brotherhood, specializing in the dagger) approach Joe's character Jack and mention that the Brotherhood might be interested in having him join at a higher level of benefit. Joe is, of course, suspicious of what Ann Marie is trying to rope him into, and Ann Marie explains that Joe pretty much already meets the requirements - he has 70% in his two shields style, Endurance, Brawn, and Lore (Alcoholic Beverages) and it should be a pretty minor thing for him as a whole.

Benefits

"But what do I get out of it?" he complains. She rolls her eyes at him and says "Well, for starters, when this war comes, they will be paying you to fight for them!" This calms him down a bit, and he says, "and then?" She explains that by becoming a Steel Brother (the Apprentice level), he has the potential to gain rank, and they will provide him with some equipment. Additional purchases can be made at their quartermaster, and "at cost", meaning no markup at all. He really likes the sound of that, and thinks it's a pretty good benefit. He's been eyeing some heavy armor, and it is so expensive.

He also gets the benefit of no-cost training, and when they are on active duty, he gets paid a solid rate - 10 silver pieces a week, free food in camp, and he can stay in the barracks. Reasonable logistical equipment is also available, though personal use is limited to business that is not in conflict with the Brotherhood's business, and must be returned in good working order. This includes mounts, which Joe likes, as they are very expensive.

Jack would also get an upgrade to his grey plaque to a shiny steel plaque. It's easily seen by those around, and gives him some prestige with those who have a Passion (Love Brotherhood of Steel), and some bad reputation with those who have a Passion (Hatred Brotherhood of Steel).

Restrictions

She does mention that he needs to take another Oath, though, but this one is to not betray the organization, follow the chain of command while on duty, and when called up for mercenary duty, report in. It doesn't mean he always has to go, especially if he is on some other more important task, but they are a mercenary outfit. There is also a Taboo about murdering members of the Brotherhood outside of a sanctioned duel when you both are on active duty, but that doesn't seem too bad to Joe, as he's really not that kind of player. He isn't happy that his membership fees go up to 10 silver pieces a year though.

In my next blog post, I will discuss the higher ranks of the Brotherhood of Steel

Cults and Brotherhoods

Ack! Cults! 

Cults and Brotherhoods are a really powerful tool in Mythras, but are often ignored, overlooked, or steered clear of due to being a bit intimidating. I'd like to help explain how I use them, and hopefully alleviate some of those fears. In later blog posts, I'll walk through some examples of creating cults and brotherhoods.

What's in a Name?

First off, lets clear something up. Cult, in this case, uses the fourth definition of cult, though the first applies as well. This is a problem for some, particularly Americans, because we use the secondary definition, which includes the creepy part. Let's start with which one we are using.
a group or sect bound together by veneration of the same thing, person, ideal, etc.

 and because I know it will need to happen, veneration means

to regard or treat with reverence; revere.

 Essentially, this is no more than a group of people with a common belief structure that holds them together. Call it an organization - it works just as well.

I Believe in... something

This belief structure doesn't have to be complex. It can be quite simple. Here are some examples of relatively simple belief structures

  • Defense of our homes/city/country/forest
  • Maintenance and completion of a bridge
  • Learning Gracie Brazilian Jiu-Jitsu
  • Becoming rich through criminal enterprise
  • Decipher the mysteries of the book of Ukazad the Eternal
  • Delta is the best airline
The idea here is to have some core goal that is more advanced than "be personally better", though that can actually work with some further development. It is very common for players to not want to have to think about this because they tend to think of them in terms of lofty goals or worship of the divine. It really doesn't have to be that large. It doesn't even have to have a leader or person at the top.

Pulling Rank

Rank is just a way to distinguish who has the privilege to learn a certain thing or do a certain thing. Every organization has these. Some may be pretty flat, but structure is pretty common when privileges are involved. This is because they are often a limited resource or are dangerous. Even frequent fliers have this. Consider Delta's Sky Miles, they have Bronze, Silver, Gold, Platinum, and Diamond Medallion status, and each level has privileges that the one before doesn't have.

Membership has its Privileges

I'm going to use the B word a lot in this part. Balance. Everyone is very concerned about balance. Are the characters balanced against each other? Is this cult out of balance? I have a secret to tell you - you are the GM. You get to control the entirety of creation. Many things can happen in the world to help balance things out. So, the truth is, they pretty much all are.

Balance isn't really the right way to think about it. Think about it from the perspective of the organization and risk to them. Does your work give junior folks a million dollars and tell them to go finish a project? No, they give it to someone proven. Does Delta give out free seats to just anyone? No, they do it for people who have spent A LOT of money with them. Similarly, sorcery schools may not give out Wrack to junior members because senior members don't know they are to be trusted yet. Martial arts schools have advanced techniques that require a good knowledge of the basics to go forward. Generals get to control armies, PFCs get fire teams.

Certain Terms and Conditions may apply

Restrictions are another one that players tend to dislike, and it's understandable. They don't know exactly where they are going yet, and putting those walls in place can feel pretty restricting. Here's the thing - its a restricting while they are part of the organization. If they don't want to do that anymore, have them find another with restrictions that are more in line with where their character is going. They may lose some benefits, or maybe not. Maybe the new organization has similar powers, but different restrictions.

They also don't have to be particularly restricting to the player. If the player has a problem with murdering innocents, putting them in a cult that requires sacrifice is going to be worthy of a discussion. They can be pretty light restrictions as well, and give some serious flavor. They are really there for defining flavor. Some examples of how they can be light and flavor
  • I've never had a game where a Marrying taboo would come into play - not the kind of game my folks like - but it would have made several games a lot more interesting, as it would have identified certain organizations as "confirmed bachelors" or "vestal virgins". 
  • A brotherhood that has a geas against using swords in battle is perfectly fine for a player who envisions his fighter using a spear and shield all the time. If it comes up, it's a dramatic scene where he has to choose between breaking his geas and heroically using his fists!
  • An oath to protect a city while in it is practically required for the city guards, and is pretty light for characters who enter a city. With that oath, they may get some additional privileges, like wearing armor or carrying more than a knife. When they leave the city, that oath vanishes. When they return, they can renew it.

Introduction

If you didn't figure it out from the title of the blog, I'm Raleel. I spend a lot of time talking about Mythras, a roleplaying game. In particular, I run (as of Jan 2022) the Mythras Discord. As such, I field a lot of questions about Mythras. Sometimes they need a little bit more discussion, they give me ideas, and so on. That's really what this blog is about.

The Shadowed Claw

 This is a cult I did up for an online game I was in. It is set in the world of Xoth, but it should translate to other settings well. note, ...