Viking
Human Berserker Cult
History
Before Time
In the Godtime, the Storm God Typhon, had several sons, each having a portion of his father's powers. The closest to Typhon in temperament was
Viking, his eldest son and the most violent and forceful, possessing the violence and ferocity of his father, but not his culture and restraint.
During the Chaos Wars, two of Typhon's sons were slain by the Devil. In particular Viking was incensed when the Devil's son Than cut off the head of
his brother Thunor the Thunderer and used Thunor's magic to destroy Tempest the Stormer. In his rage, Viking cursed Than and swore to pursue him
beyond the Gates of Hell
. Viking did indeed pursue Than to the Gates of Hell where Than's command of Death let him pass. In his furry Viking
slew himself in order to follow his foe into the Underworld. There Viking finally cornered Than against the rays of Helios and, summoning all his
Strength and Anger, Viking swept Than's head from his shoulders with one blow of his axe. Viking retrieved Thunor's head and returned to the surface
world. Previously regarded as an empty braggart he was heard with respect and went on to avenge his brothers.
Since Time
Viking has become revered as a reaver of chaos, but his followers have often appeared as fierce killers with a blood lust. His cult has subsumed the remnents of his brothers Thunor and Tempest and his followers now seek to emulate Viking by mighty deeds of slaughter, (preferably Chaos, but anything will do), and then recounting the Sagas of their feats to any who will listen.
Life After Death
All Viking worshippers believe that provided they die a heroe's death, they will go to Viking's great Hall and there feast and swop stories of their deeds until called upon to fight in the last Battle. Cultists who die in or of combat never seek Death Divints or Resurrections and will slay a person who resurrects them in a berserk fury. Resurrection and Death Divints have been used by cultists who have died of other causes. Viking's origin as an air-god is evident from the burial rites when a cultists is placed upon a high bier with all his combat gear and burnt.
Runic Associations
Viking was originally a God of the Element of Air in its form modified by the Man and Disorder runes, (sometimes interpreted as the breath of
Man
or Hot Air
), Viking exchanged his powers over Air for the Death Rune when he slew himself to pursue Than into Hell. This also enabled
him to assume the remnants of the Powers of his dead brothers Thunor and Tempest.
Nature of Cult
Viking exists to provide a home for those individuals whose insecurity causes them to overcompensate by reckless ferocity in battle. This is proven by their need to boast about their bloodthirsty feats lest the world should forget them. They justify their general manic fury by directing their ferocity towards Chaos, particularly Thanatar, but in truth they really don't care.
Socio-Political Position and Power
Viking cultists are never interested in politics and the cult itself has too high a mortality rate to become a political entity itself. What respect cultists receive is generally born out of fear, (One never knows when a Viking berserker is going to take offence at some chance remark and cut an innocent bystander down with his axe).
Particular Likes and Dislikes
Viking as a Death-God has ties with Azrael. Viking also associates with Zorak-Zoran, (many consider the cultists behaviour distinctly Trollish). And the ex-weather god still remains close to Typhon. Viking gets many recruits from the barbarian tribesmen, and relations are usually friendly between the tribal cults and the berserkers. Viking looks upon the Luciferans with favour for healing the hurts that berserkers receive in battle, this is not returned by the Healers who see the Viking, (rightly), as a bloody slaughterer. Viking dislikes all the Chaos cults and this is usually enough for a fight. However they have been known to overlook their prejudices when in need of healing from a Zadok and Banuril priest. The cult of Christos Farlae is always attacked as is Wraith as the spiritual undead are anathema to the berserker. Viking's real hatred is for Thanatar for his treatment of Viking's brothers and for the Chaos Headhunter, Viking reserves his most manic rages.
Organisation
The cult has little true organisation, the best fighters leading the others by common consent. A Runelord ranks over a Runepriest and all
Runelevels over lower orders. Cultists settle arguments by bragging
contests where the charismas are used as hit points and their bragging
skills as weapons.
Centres of Power and Holy Places
The cult has no centres of Power. Cultists like to fight with others but not fellow cultists, (otherwise they might steal each other's limelight). There is one Holy Place, called Hell's Gate, where Viking slew himself but the location of this place is not known.
Holy Days and High Holy Days
Vikings celebrate a Holy Day on Godsday of Death week. The High Holy Day is Year's End which commemorates the beheading of Than by Viking in Godtime just before the release of Helios by the Lightbringers.
Lay Membership
Lay Membership is open to all races save Ogres and Broos. Trolls join at CHA−5, Ducks at CHA−15, and all other races at CHA−10 in a test of (STR+CHA)×7⁄2%. An applicant may apply once per season but with a −15% for each failed attempt. Viking teaches all skills save those of a thief nature and no knowledge skills. Lay members can buy full price training in all forms of straight 1-H Sword, Greatsword and Hammer, and half price training in all forms of axe including Thrown Axe but not Pole Axe. Lay Members can buy half price Fanaticism and Detect Enemies, and full cost Bladesharp, Bludgeon, Demoralise, Detect Undead, Dispel Magic, Disruption, Farsee, Glamour, Glue, Ironhand, Mobility, Protection, Repair, Shimmer, Spirit Binding, Spirit Shield, Strength and Vigour.
Lay Members receive no free room and board and must pay for their own weapons and upkeep, and are generally treated with contempt by initiates. They must give one point of POW on Holy Days in Worship, if after one season as a Lay Member they qualify for initiation, they may do so on the first cult Holy Day.
Initiate Membership
| 2D6 | Gift | Geases |
|---|---|---|
| 2 | +15% Defense | 3 |
| 3 | +1 on Non-Raiseable characteristic per 3 geases | 3 |
| 4 | Free reusable Runespell - Defend | 2 |
| 5 | Free 2pts of Protection | 2 |
| 6 | +10% on cult weapon2, Attack and Parry | 1 |
| 7 | Free 1 pt of Shield when naked1 | 2 |
| 8 | +10% on Bragging skill | 1 |
| 9 | Free reusable Runespell - Shield | 2 |
| 10 | +1 on Raiseable Characteristic per geas | 1 |
| 11 | Mastery of Cult Weapon2 | 3 |
| 12 | Mastery of Bragging | 3 |
- Notes:
- This functions exactly as the Runespell and is in addition to any other Shield, Protection and Countermagic the cultist may have, but it cannot be dispelled.
- Any Axe other than Pole Axe, any straight 1-H Sword, Greatsword and any Hammer. Includes Thrown Axe, but no other missile weapon.
A character having been a Lay Member for one season and with 50% in any Axe, (save Pole Axe), Hammer or Sword (Attack only). The candidate may Initiate on any Holy Day provided he pass a test of (STR+CHA)×5⁄2% with CHA modifiers as Lay Members, there is no reduction for failing and the test may be retaken on any Holy Day. Cultists with Fanaticism may add 10% to their chance of passing. All initiates must accept one to three gifts and the respective geases.
Initiates who have 50%+ Attack in Hammer can opt to join the subcult of Thunor and those with a 50%+ Attack in Sword can opt to join Tempest.
All initiates get free Fanaticism I, Glamour, Detect Enemies; half price Bladesharp, (Bludgeon for Thunor), Fanaticism, Protection, Demoralise, Iron Hand and Shimmer. All forms of Healing and Xenohealing are double cost and many cultists view learning Healing as effeminate.
Cultists gain free training in the relevant subcult weapon attacks plus half price training in the associated parries and the brother subcult weapon attacks. Full price training can be bought in the brother subcult parries. No other form of weapon training is available.
All other spells and skills are taught as per lay members. Additionally cultists can gain half price training in the oratory skill of Bragging.
Each subcult has a distinct identity and no cultist ever changes subcult once his initial choice is made. Initiates gain access to their subcult special Runemagic on a non-reusable basis.
All initiates are expected to cut down all their foes and anyone who belittles their courage, manhood or their cult. They are known for fighting berserkly stark naked. Most cultists wear only wrap-around kilts or loincloths, easily removed in an emergency. Initiates are not known for reaching Runelord!
| 1D100 | Geas | 1D100 | Geas |
|---|---|---|---|
| 01 | Favoured by Viking, No Geas | 59-61 | Never Parry with Sword |
| 02-04 | Never Drink Water | 62-64 | Never Parry with Hammer |
| 05-09 | Never Drink Milk | 65 | Never Parry |
| 10-12 | Drink only intoxicating beverages | 66 | Never enter combat unless Fanatic |
| 13-17 | Distrust all chaotics | 67-71 | Never take prisoners |
| 18-22 | Never refuse a challenge | 72-74 | Always behead fallen foe4 |
| 23 | Always challenge Water Rune cultists on sight | 75 | Always carry a trophy of each kill5 |
| 24-26 | Always challenge Chaotics on sight | 76-80 | Never cut hair or shave |
| 27-31 | Always Brag loudly upon entering a Public Place1 | 81-85 | Always wear hair in braided tresses6 |
| 32-36 | Treat all women as Slaves/Chattels | 86-88 | Wear no armour on limbs |
| 37 | Always rape wife, sister or daughter of fallen foe2 | 89-91 | Wear no armour on head |
| 38-42 | Double Power sacrifice on Holy Days | 92 | Wear no armour on chest |
| 43-45 | Triple Power sacrifice on High Holy Days | 93 | Wear no armour on abdomen |
| 46 | Fear of being thought a coward3 | 94 | Wear no armour |
| 47 | Fear of deep water | 95 | Never enter combat unless naked |
| 48-52 | Never use Non-Cult weapons | 96-98 | Roll Twice |
| 53-55 | Never use shield | 99-00 | Roll Thrice |
| 56-58 | Never Parry with Axe |
- Notes:
- Involves proclaiming the cultist's exploits and stating that he is better than any man in the town, pub, graveyard, etc.
- Applies only if the cultist encounters such a woman or knows of one nearby, he does not have to go out of his way to find her.
- Can cause fights (
Are you calling me a coward!!!,
), but can also lead to some idiotic exploits by theI dare you ....
ploy. - Cultists usually carry such heads on spears or poles to proclaim their prowess.
- Most cultists like to scalp their fallen foes, but some put ears, noses, teeth, even eyeballs, on necklaces. Such trophies are always flaunted in public with pride, especially in front of friends or relatives of the victims.
- Cultists like to wear long plaits and even plait their beards into twin braids. These create a fearsome appearance in battle.
Runelord Membership
All cultists aim at achieving the rank of Runelord. Such persons become renowned for butchering large numbers of foes single-handed in bloody
massacres and for orgies of slaughter. The requirements for Runelordhood depend upon the subcult of the individual concerned. All require 15+ POW,
and 90% Bragging. Viking requires 90% in Great Axe Attack, 1-H Battleaxe Attack; Thunor 90% Great Hammer and War Hammer Attacks; and Tempest 90% Great
Sword Attack, and 1-H Bastard Sword or Broadsword Attack. All subcults also require 90% in one other weapon attack and one other skill which can be a
cult weapon attack. Runelords gain all the normal benefits of their status but on the first High Holy Day, they must slay a savage bear with their
bare hands and bring back the skull and skin of such a bear, (the method of killing can be accessed by Divine Intervention). Runelords are taken to
have proved
themselves by this token. They must pledge never to allow a Thanatari to live. Runelords are allowed iron weapons, they gain no
iron of their own but must quest for it, (Vikings love this sort of thing)! Ally spirits are placed in the skulls and skins of the bear they kill.
They do not gain an ally spirit until they slay such a bear. A Runelord's only responsibility is to train initiates in the use of their weapons for
at least one season a year. Runelords may become Runepriests but this is not expected. A Runelord seeks only fame, fortune and a rather messy death.
Runelords must take another gift and the appropriate geases.
Runepriesthood
The cult's lack of knowledge skills makes the Runepriest partially redundant. For them, the Bragging
skill encompasses the deeds of the past
cult heroes. All Runepriests aim ultimatly at Runelord rank. Requirements are minimal, 18+ POW, 75% Bragging. Runepriests are not allowed any iron.
Ally spirits are placed in crows, as harbingers of Death. These are identical to the Storm-Crows used by the cult of Typhon. When a priest becomes a
Runelord, he places his ally spirit in a bear skin. Runepriests must spend at least one season per year in Spell Teaching. Runepriests are no less
feared in combat than the Runelord as, although their killing power is less, their staying power is far greater. Runepriest's DEX skills are limited to
DEX×5%, but they can train all their characteristics and train DEX skills up to the limits of DEX. Runepriests take another gift and with one
point of Divint can choose which gift to take, they must also take the relevant geases. A Runepriest has access to all the Runemagics available to his
subcult, he can never gain access to the magics of the other subcults.
Runespell Compatibility
The cult's standard Runemagic is very limited due to the very limited number of worshippers, (due in turn to an incredible turnover rate). Standard Runespells available are, Absorbtion, Dismiss Elemental I, II & III, Divination, Divine Intervention, Extension I, Multispell I, Reflection and Spell Teaching. These are available to all the subcults. Some of the Cult Special Runespells are specific to one subcult. A cultist can only join one subcult, and therefore has access to one set of Runespells. The letters V, Th and Tm indicate spells specific to Viking, Thunor and Tempest respectively.
One Point Spells
Curse Coward Range: 160m; Duration: Instant; Stackable; Reusable
Used to curse a fleeing foe who has been in combat with, or attacked the caster or a friend or relative, especially by foul play. When casting the
spell, the caster must loudly swear upon his faith to track-down the victim and kill him. Thereafter, the caster will always know the approximate
direction, path and distance of his foe. The spell remains unreusable until the victim is slain by the caster. Stacking enables extra targets to be
cursed simultaneously. No Power roll is necessary. The target does not have to be visible to the caster.
Defend Range: 160m; Duration: 15 mins; Stackable up to 4 pts; Reusable
Equal to two points of Shimmer per point. Double strength verses chaos.
Free Ghost Range: 160m; Duration: Instant; Non-Stackable; Reusable
Unbinds a ghost and returns it to the Halls of the Dead upon a POW vs. POW roll.
Shield
As Standard Runequest.
Windrush Tm Range: 160m; Duration: 15 mins; Non-Stackable; Reusable
Allows the recipient to move with the aid of the wind at MR 12, −1 on SR and with +10% Def. Usable only on Air-rune cultists and Tempests.
Two Point Spells
Berserker Range: 80m; Duration: 15 mins; Non-Stackable; Reusable
Can only be cast upon a willing cultist. Functions as Fanaticism, Vigour, and Countermagic II. Compatible with Strength, Shield etc. The recipient
cannot be Demoralised and must make an INT roll on 1D100 to stop fighting before the spell expires. A berserker with no obvious foes will attack
friends, mounts, trees, etc. (see Moonbeak). Functions with double strength against chaos.
Counter Chaos Range: 160m; Duration: 15 mins; Non-Stackable; Reusable
Protects the recipient from the effects of any chaos features of an opponent.
Smite Coward V Range: Self; Duration: 15 mins; Non-Stackable; Reusable
When cast, it enables the caster to fight as if he has Strength, Vigour and Coordination cast upon himself against any opponent upon whom he has cast
Curse Coward beforehand or vs. any obviously craven, (e.g. fleeing), opponent.
Thunderbolt Th Range: 15m; Duration: Instant; Stackable; Reusable
See Typhon.
Windwrestle Tm Range: 160m; Duration: 15 mins; Non-Stackable; Reusable
Caster can cause one opponent to be buffeted by fierce local winds. This can be a different opponent every round. Whilst under its influence the
victim loses 2 movements pts, 2 SR, and half his defense (round down). Further he must make a POW x 5% roll or be blown off his feet, a fumble causing
him to take 1D6 damage to a hit location. On Windsday or in Storm Season, duration is 1 hr.
Subservient Cults
The Norns
If a cultist leaves the cult or offends against cult dictates but does not commit the heinous crime of showing fear, he is cursed by the Norns with the Doom of the Berserker. Subsequently, at the start of any combat, the cultist must roll POW×5% or else he will take a wound which will result in his death when the combat is over. He has a last chance to brag as he bleeds to death.
The Norns can be placated at any time by rejoining the cult or asking the High-Priest for a Quest of Penance. Many cultists prefer to take this curse, viewing it as a blessing, bringing the ultimate goal of all cultists - Death in Battle.
The Willies
For those cultists who exhibit cowardice, the most dreaded Spirit of Reprisal awaits. The Willies inflict the victim with the total realisation of how vulnerable he is. The victim will run in fear from any threat of danger if he fails a POW×5% roll, and he will fight as if Demoralised unless he rolls a special. This spirit can be countered by a feat of great daring, courage and danger or by rolling a critical save at any time. It is possible for a cultist to become afflicted with both the Norns and the Willies, in such circumstances, penance must be made separately.
The Valkyries
Spirits appearing as winged women clad in armour and wielding Axes, Hammers and Swords. They appear to cultists dying in battle or of wounds received in a fight. They escort the spirits to Vikings Halls of Feasting to await the Götterdämmerung. The few women who join the cult join this subcult and are often referred to as Valkyries. They are otherwise treated exactly as their male counterparts.
Associate Cults
Azrael
When Viking slew himself, he exchanged his powers over Air for some of those of Death. As a Deathgod, he drew close to Azrael and received this spell for his diligence.
Sever Spirit V Range: 160m; Duration: Instant; Non-Stackable; Non-Reusable; 3 pts Upon a successful POW v POW roll, acts like an axe to cleave the thin cord tying Body and Soul together.
Typhon
The Storm-God has remained close to Viking and his deceased brothers and offers them the following spell as a token of the Blood-tie.
Teleport Range: 160m; Duration: Instant; Non-Stackable; Reusable; 2pts Enables the caster and all his gear to be instantly teleported to any location he can see by any means. Both the caster and his destination must be in the open air.
Zorak-Zoran
The Troll Death God was mightily impressed by Viking's tactics during the Chaos Wars and the two have remained close ever since. Zorak-Zoran offers the following spell to his fellow Chaos Fighter.
Seal Wound V Range: 160m; Duration: 15 mins; Non-Stackable; Reusable; 2pts Applied to a weapon, any damage done by it cannot be healed magically or regenerated, even by Chaos Features, save naturally.
Miscellaneous Notes
Cult Skills
Bragging: Oratory; Base: d6×5%; Training Costs: 200/400/800/EXP
This is the skill for which Viking is most well known, from the moment of initiation, a cultist will start his Saga which is the story of his great
deeds and mighty exploits in battle. This must always be true but can be suitably embellished and others who might have had something to do
with a fight are allowed to fade into the background
of a narrative. A successful use of this skill upon an audience in suitable
surroundings will cause them to be impressed by the speaker's stature and bearing, etc. A special will hold them captive and draw gasps of disbelief
and amazement from the enthralled audience. A critical and the audience will believe the speaker capable of any feat of arms, he can attempt a CHA
raise roll, and very few will dare to accept a challenge by such a man. Failure will merely bore the audience and impress no one. A fumble will
cause the speaker to look stupid and will bring general laughter in his direction, he will lose 1D3 CHA points if fails a POW×5% roll.