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Gowrie

Lord Of The Arts


History

Before Time

In the Godtime, Gowrie was a gentle god full of merriment and song. He became the source of all artistic inspiration. During the Great Darkness and the Chaos Wars he refused to fight or take sides and passed freely amongst all, uplifting their hearts with a quip and a song. There were some who criticized him for this, but they were quickly silenced. Gowrie honed his only real weapon, his tongue, to such a fine edge that eventually all were stung by his wit, for all had some ulterior motive for their machinations. It is said that it was his satire that helped end the Chaos Wars. Ever willing to spread his appreciation for the arts, Gowrie taught all, many perverted his teachings. To Typhon he taught lyric poetry, to Blueface he gave the art of song that they might pass on their customs and laws by folksinging. Ma Fear learnt acting and disguise and so gained abilities necessary to hide herself in public. Klute took his skills in sculpture and pottery and used it to create her voodoo dolls, Gowrie regards this as art!

Since Time

When time dawned, Gowrie composed an epic concerto to herald the return of the sun. Since then people from all walks of society and all races have been stirred enough by his works to offer worship to him. His cult has remained small but well respected and widespread.

Life After Death

Gowrie teaches that art is ageless and the only way to achieve immortality is through great works of art. Gowrie abhors cultists dying before their time when perhaps their best work is still ahead of them and so allows resurrection and death divints.

Runic Associations

The cult is concerned with Mastering the Harmony of Art. The art rune is the opposite of the alchemy rune and the two reflect the eternal confrontation between art and science.

Nature Of Cult

The cult seeks to spread art around the world and to entertain all. Totally unconcerned with personal power, the cultists make a profession from ridiculing persons of renown, repute and power. Individuals are dedicated to their particular branch of the arts and scorn all those who do not pursue the artistic way of life as barbarians.

Particular Likes And Dislikes

The cult is neutral to most races and cults. Only those cults which have a strong artistic element are preferred, these are: Typhon, Blueface, Klute and Selene. Mithras is liked for the soldiers bawdy battle songs, the mercenaries also like Gowrie for putting very famous battles to music. Poseidon learnt sea shanties from Gowrie. Although Ma Fear learnt acting and disguise fromGowrie, still she is not liked as, unlike all the others, the Mother of Terror has never produced a work of art with her skills, whereas even the Kluties have (in Gowrie's eyes ) made some fine sculpture. The only cults which are disliked by Gowrie are Demosthenes for their total lack of artistic depth; and Baal, Wraithe and Thanatar because they are so evil that even art cannot stir their finer feelings.

Organisation

Gowrie relies heavily on patronage, many of the cults best works have been created under the aegis of a wealthy patron. Every noble must have his personal jester and minstrels of the chambers. Some cultists opt for a nomadic life and become troubadours and strolling players. Often such bands will involve members of all 5 subcults, there are also schools, academies and guilds wherein novices can learn the arts. These are founded either by wealthy patrons or by Runemaster artists who have made much money in their profession.

Centres Of Power and Holy Places

There are no centres of power, for the cult simply is not concerned with such matters. All works of art are Holy and no cultist will ever willingly destroy or deface any work unless it is his own and he intends to use the detritus to create a new, better work. Destruction of any good work of art, even a Klutie doll, is anathema to all cultists.

Holy Days and High Holy Days

There are no set Holy Days, every work of art is an offering to Gowrie and at the commencement of any performance, work or days painting etc. a cultist will sacrifice a point of power to Gowrie. There is a POW×5% chance that this will be reflected back to him. There is a High Holy Day on All Deities Day that is celebrated as a day of rest by all cultists. No runespells work on this day and no work or performance is ever made.

Lay Membership

A lay member is anyone, from any race or cult who has ever attempted to create a work of art of any description. Lay members who contact masters of Gowrie may purchase training in all cult skills at full cost. They are under no obligations and receive no further benefits from the cult. Their works are not regarded as being of a high enough standard to put on show but exceptional works may be displayed or performed, particularly if the lay artist is a wealthy patron.

Initiate Membership

At initiate level and upwards, Gowrie is divided into five subcults, depending on which art is the specialisation of the artist. Each subcult requires a different skill to be learnt to 50% to initiate. The painters and specialists in the visual arts require Drawing; the minstrels require Singing (can be folksinging or poetry);the thespians require Oratory; the jesters need Jesting and the dancers need Dancing. There is no bar to an individual joining more than one subcult, indeed he will be thought highly of by other cultists. Each subcult teaches a different set of skills, two free and the others at half price. The initiate also gains use of the cult runemagics for his aspect an a non-reusable basis. All initiates can get spell teaching in the cult Battlemagics of Glue, Glamour, Darkwall, Coordination and Silence at half price, plus any other battlemagic known by their tutors at full cost.

Initiate Benefits
MuseSub-CultFree SkillsHalf Price Skills
GraphoPainters, SculptorsDrawing, PaintingStonesculpture, Pottery / Modelling, Dexterity
EuterpeMinstrelsSinging, Stringed InstrumentWind Instrument, R/W Music, Percussion Instrument, Dexterity
MelpomeneThespiansOratory, Acting Disguise, R/W Mannic, Charisma
ThaliaJestersJesting, Rhyming Juggling, Tumbling, Dexterity
TerpsichoreDancersDancing, Miming Jumping, Tumbling, Strength

Initiates may get free room and board or they may not, depending on the wealth of their tutors. Generally they will have to supply their own equipment themselves and for some, especially the painters, this can be expensive. It is possible to sell good works to the public or a patron, but the public tend to pay real money only for great names, although most cultists can make a living if they are any good at all. Initiates get no other training or benefits aside from initiate divint. Initiates must pass a test of the sum of all their subcult skills.

Runemaster Status

The cult does not have runelords or runepriests, instead it has a single joint rank of runemaster, with some of the powers and abilities of each. It is always referred to with the cult aspect in which mastery is attained (e.g. Master Minstrel, Master Thespian). To attain this rank, the initiate requires 15+ POW and mastery of the four subcult skills (minstrels may not count percussion instrument, but must have one stringed, one wind instrument, singing and read/write music ), and any one other skill acceptable to the tutor's (Referee's) discretion, this may be a weapon skill but is usually a cult related skill. Applicants must also have created at least one great work (i.e. rolled a critical), in the aspect being applied to. Applicants can apply to more than one subcult and may do so simultaneously. All applications are made on the High Holy Day.

Runemasters gain an allied spirit, access to their subcult's runemagic reusably. They can usually find free room and board or a wealthy patron. They should have no trouble finding a ready market for their works and should be able to maintain a comfortable living. Runemasters gain a runelord divint and may attune runemetals. Each subcult also gives its runemasters a gift: the painters give a complete set of Dwarf made iron bristle brushes of impeccable manufacture that never wear out; the minstrels give a superbly wrought instrument of choice; the actors give a fine gold-nibbed pen and a large iron-bound make up box; the jesters give a complete fools outfit complete with a cap with silver bells and an iron tickling-stick and dancers are given a runemetal miming mask. These are status symbols and are always kept with pride by the recipients.

Runemasters do not gain a priest's POW raise roll, instead they subtract from 22. Runemasters are expected to dedicate their lives to creating, displaying and performing great works of art. They may gain considerable prestige by doing so. The cult also expects runemasters to diligently satirize prominent persons, especially if their actions, words or beliefs deserve criticism. The cult runespell Satire is especially useful for this purpose. Note that by the use of satire, cultists may be able to exert considerable influence on public opinion, however this is never abused by cultists for they are concerned only with art!

Runespell Compatibility

Gowrie runemagic is extremely limited and specialised, they have no standard runemagics, even the Shield and Warding mentioned below are viewed as cult specials! Cult runemagic is frequently peculiar to a subcult, this is indicated by the letters P, M, A, J and D beside individual spells indicating that the spell is available only to the painters, minstrels, actors, jesters and dancers respectively.

One Point Spells

Animation P Range: Touch; Duration: Permanent; Stackable; Reusable
Causes a picture in the form of a painting or drawing to become animated and follow a storyline devised by the artist at the time of creation. On a single canvas 1m2 he must superimpose the initial, final and an intermediate frame, casting the spell with the last stroke of the brush, as he rolls his painting skill. Upon a word of command the picture will animate to tell a story in one scene of no more than 15 minutes duration. Stacking the spell either adds 15 minutes to the duration or doubles the size of the canvas. Animated picture galleries are very popular with the public.

Charm MAD Range: 160m; Duration: 15 mins; Stackable; Reusable
Must be stacked with Feeling. Causes everyone in range observing to be suffused with the sentiment of the performance. In particular, for every point of Charm stacked, the performer can on a successful POW vs. POW utterly overcome one person, overturning their emotions. Anyone in a neutral, receptive state can have the emotion of the artist's choice induced in them, those already in an emotional state can be quietened, and returned to normality. It takes one round to have effect, the POW vs. POW can be repeated but at a progressive −5 POW for each round. If this causes the chance to reach 5% then the individual can no longer be affected by this casting of the spell. The charmer can change his target(s) from round to round, each released target recovering in 2d6 strike ranks. The caster can do nothing except perform, if engaged in combat the spell is broken; similarly the spell is broken if the caster fails his skill roll. It can be used as a mass Fanaticism or Demoralise or to counter Berserker etc. Careless use of this spell on popular music has been known to cause mass rioting.

Shield ALL
Acts in all ways as the standard runespell.

Spotlight ALL Range: 40m; Duration: Special; Stackable; Reusable
Creates a circle of light of any colour and any size up to 2m diameter the caster desires to illuminate any place or person within the spell's range. If the caster concentrates it can be made to follow a person or an object about. Duration is for one hour or for the duration of a performance or display. Stacking increases the number of beams. Any beam can be turned on or off at will. Most good strolling players have a runemaster who is a lighting specialist.

Sound P Range: Touch; Duration: Permanent; Stackable; Reusable
Must be stacked with Animation. Functions in exactly the same way as Animation to bring sound, including speech to an animated picture. By no means all animated pictures are "talkies", the art of telling a story without words is highly regarded by many.

Tickling J Range: Touch; Duration: 15 mins; Stackable to 2 points; Reusable
Must be cast by a jester upon his tickling stick. Upon a successful POW vs. POW roll anyone touched by it suffers uncontrollable fits of laughter next round. They will be unable to make any offensive action or cast any spell. If they should fail a POW×5% then the jester has caught their funny bone and the fit will last d4+1 rounds. If Tickling 2 is stacked onto Feeling the jester can use this attack in a ranged form provided he succeeds with both his Jesting and Rhyming skills for appropriateness and eloquence of quip.

Tune Instrument M Range: Touch; Duration: Special; Non-Stackable; Reusable
Enables a minstrel to properly tune an instrument provided he makes a singing roll. The instrument will remain in tune throughout the performance adding half his singing skill to his instrumental skill.

Ventriloquism AJ Range: 160m; Duration: 15 mins; Stackable; Reusable
Enables the caster to throw his voice and make it seem to come from a different direction and/or to imitate a specific individual's voice upon a successful acting roll. Each extra point stacked enables another voice to be simultaneously produced.

Warding ALL
Functions in all ways as the standard spell.

Dancetrance D Range: Touch; Duration: 1 dance or 15 mins; Non-Stackable; Reusable
Enables the recipient to concentrate totally upon footwork and bodycontrol, it confers the equivalent of Strength, Coordination and Mobility.

Two Point Spells

Feeling PMAD Range: Special; Duration: Special; Non-Stackable, Reusable
Can be cast on one work of art permanently or on one performance with a duration limited to the length of that performance. Causes all who observe it to become receptive to the emotion and depths of the piece.

Satire ALL Range: Special; Duration: Special; Non-Stackable; Reusable
Cast on any one work of art or performance, generally of a comic nature lampooning an individual, group or organisation. Should they observe the work then they will immediately be struck by humiliation as the satire strikes home. Upon a successful POW vs. POW roll, they behave as if affected by an acute attack of the warts, but must roll against POW to determine severity. If a critical is rolled for targeting the victim of the satire will suffer Brain Fever as well, as public criticism turns his mind (note that the victim cannot suffer a delusion of idiocy, re-roll if this is indicated). The warts attack will pass in 2d6 days, after which the victim regains CHA at 1 point per day. The brain fever is permanent and can only be cured by Cure Insanity, CHA will not return whilst the victim is insane. Satire can only be used effectively if there is something to be criticized, the target does not have to have been at fault but the action must be closely connected to them.

Sleight Of Hand J Range: Self; Duration: 15 mins; Non-Stackable; Reusable
Enables the caster to double his ability with all skills involving DEX but not STR, including Juggling, Pick Pockets, Hide Item, all hand thrown missiles and Defence.

Subservient Cults

Cult Spirit of Reprisal - Laughing Stock

As well as losing the reusability of his runemagic, any runelevel will find himself making errors in speech, dress and behaviour causing him to become mocked in public. He will find his self-confidence crippled and he will effectively suffer from chronic warts. His CHA will not fall below 1 but he will suffer all the other effects of low CHA (see Wraithe). The affliction will start at the mild, infrequent level and inexorably progress. Treat Disease and Cure Disease cannot stop it, only reconciliation with the cult will stop this. Progress is governed by POW rolls rather than CON rolls.

Initiates are snubbed by other initiate and lay members but do not otherwise suffer, unless they are also prominent, public figures.

Associate Cults

Blueface

Gowrie gave the baboons folksinging, in return any Gowrie cultist can sacrifice for Speak To Beasts, allowing him to use any oratory skill upon animals susceptible to the spell. Baboons will also teach Baboonspeech and Folksinging to any Gowrie minstrel at half price.

Klute

Gowrie gave the Broo the ability to make their mannequins, in return Klute allows any Gowrie cultist to sacrifice for Klutie Curses. They can only be used upon the caster, and are principally used to assist acting performances on stage. Any Gowrie cultist locating a Klutie coven may be able to buy Mannequin Making, Gowrie euphemistically refers to voodoo dolls as tribal art.

Ma Fear

The Mother of Fear learnt acting and disguise from Gowrie, but has never produced a work of art and gives nothing in return. However it has been known for assassins to masquerade as Gowrie cultists. This fits in with Ma Fear's policy of taking anything and everything offered, for nothing in return.

Mithras

The mercenaries sing songs around the camp fire originally learnt from Gowrie. All Gowrie cultists, especially jesters and minstrels are welcome in any Mithras camp in return for entertaining the troops.

Poseidon

Sea shanties are an ingrained part of the sailors' way of life. Poseidon owes this art-form to Gowrie, minstrels are therefore welcomed on board most ships and in return for some rousing songs can get cheap or even free passage.

Selene

Selenites and Gowrie cultists often travel together in circuses or performing troupes. Selene learnt Juggling from Gowrie and in return offers Image and Illusion for assistance in stage effects to any Gowrie cultist.

Typhon

Typhon is grateful to Gowrie for the gift of lyric poetry and in order to show his gratitude this cultured god will teach half price poetry to any cultist, and offers the following runespell.

Special Effects Range: 40m; Duration: Special; Non-stackable; Reusable; 1 pt
Causes wind, rain and other weather effects to affect the area of the stage or platform for the duration of the performance. It is available to all cultists and can be turned on and off at will.

Madonna

Many ex-Vestals exit into the world to become dancers to Gowrie musicians.

NOTE: That all associate runespells are available to Gowrie initiates on a non-reusable basis.

Miscellaneous Notes

Cult Skills

Cult Skills
Skill Base Type0-25 30-50 55-75 80-100
Acting 05Knowledge40080016002400
Dancing05Manipulation1002506001500
Disguise05Knowledge2004008001600
Drawing1D6×5%Dexterity2004008001600
Jesting1D6×5%Oratory2505001000EXP
Juggling05Dexterity30060012002400
Miming05Knowledge2004008001600
Oratory05Oratory50010003000EXP
Painting05Dexterity500100020004000
Percussion Instrument25Manipulation2004008001600
Pottery / Modelling15Dexterity40080016003200
R/W Mannic10 / 00Knowledge2004008001600
R/W Music00Knowledge40080012001600
Rhyming05Knowledge2004008001600
Sculpture05Manipulation500100020004000
Singing1D6×5%Oratory40012003000EXP
Stringed Instrument05Dexterity30060012002400
Tumbling05Manipulation50010002000EXP
Wind Instrument05Dexterity30060012002400

Most of the cult skills require no explanation, acting and disguise allow the user to portray a type of character but will not allow imitation of an individual save caricature. Jesting is a skill compounded of wit, aptness, timing and an ability to ad-lib. Juggling can be performed with a base three objects, with −5% for a fourth, −15% for a fifth, −30% for a sixth, −50% for a seventh and an additional −25% for each subsequent item. Suitable items include balls, fruit, hoops and daggers; some penalty can be assessed for juggling with non-suitable or mixed objects.

Tumbling is a complicated skill involving the ability to perform low key gymnastics (handsprings, somersaults etc.). It can also be used to close on an opponent rapidly to engage in melee whilst avoiding missile fire and also attempting a knockback without allowing the opponent to land a blow. Similarly a tumbling roll allows exit from combat without risk. Finally it can be used to leap or swing to obtain a positional advantage over an opponent.

Note: That no form of damaging physical attack or battlemagic spell can be attempted whilst tumbling.

Dexterity Skills
Stat1-45-89-1213-1617-20each +4
INT−10−5-+5+10+5
POW−5---+5+5
DEX−10−5-+5+10+5

Starting Player Character Gowrie Cultists

Starting Weapons
1D100 Weapon
1-10Light Club
11-15Heavy Club
16-30Dagger
31-50Shortsword
51-65Rapier and Dagger 2
66-80Shortsword and Buckler 2
81-85Hatchet
86-90Quarterstaff
91-93Longsword
94-95Longsword and Buckler 2
96-97Throwing Dagger 1 3
98Dart 1
99Sling 1
100Light Crossbow 1

Notes:

  1. Character knows how to use a missile weapon, to 50% plus bonus, re-roll for a melee weapon, ignoring rolls of 96+.
  2. Second item is the primary parrying weapon.
  3. Character automatically knows Dagger.

To start as a Gowrie cultist a townsman must roll POW×5%, a peasant and roll POW×3%, or a noble and roll POW×1%. The artists are not generally prone to fighting, therefore their weapon skills tend to be poor. Starting characters must roll once on the following table to establish which weapon(s) they are proficient with.

If multiple weapons are indicated, one weapon is at 50% plus bonuses, all others at 25% plus bonuses.

The character must choose which one of the five subcults he wishes to belong to. They will then have the subcult qualifying skill at 70% plus bonus, the other free skill to 50% plus bonus, and all the other subcult skills at 30% plus bonuses. They may also gain any two other non-weapon skills at 30% plus bonuses, all others at basic.

They may choose 3000sh worth of spells with Glue, Glamour, Darkwall, Coordination and Silence at half price. Other spells are available at full cost but the character must roll POW×5% for each spell or point of variable to see if his tutor knows it.

Characters start with 1 set of weapons, a set of equipment for their subcult and d100 shillings. They also have the townsman equipment from the RunequestTM book.

To become a starting character Gowrie cultist. A character must be a Townsman and roll POW×5%, a Peasant must roll POW×3%, or a Noble and roll POW×1%.

Characters start with a POW, DEX and CHA raise plus two raises in the subcult stat.