Cults of Glorantha

Odayla

Orlanth’s son by Velhara, the Lady of the Wild, Odayala is the Great Hunter of the Orlanthi. In the God Time he hunted every beast known and only Grandfather Bear evaded him, eventually stalking him itself when Odayala gave up the Great Hunt. At the end none could say whether Odayala wore Grandfather Bear’s skin, or if it wore his.

During the Great Darkness Odayala used his skills to help himself and others hide from what stalked the world and he stalked them in return. He also showed how to avoid Death by sleeping.

Runes Death, Harmony.

Mythos and History

Odayala’s Great Hunt (Resonance 70%) – Respect for the Beast You Hunt: Odayala was a child when he left his father’s house and embarked on the Great Hunt, carrying only his spear and a crude shield fashioned from Orlanth’s rattle. First he hunted Goose and slew it. Next he hunted Fox and slew that, too. Moving into the woodlands he hunted Wolf and Boar, slaying them and, tired, lay down to sleep next to a shaggy hillside.

He awoke to find that the hillside was Grandfather Bear. He took up his spear but Grandfather Bear awoke also and went deeper into the woods. Odayala followed, tracking him by mark and spoor. Still Grandfather Bear evaded him and so the hunt continued. Finally, Odayala was a man and tired now. He set aside spear because Hunting Time was over and prepared to return to Orlanth’s stead. But Grandfather Bear tracked Odayala by mark and spoor and so the Great Hunt, tables turned, continued.

When Odayala found himself cornered by Grandfather Bear he called out to it: ‘Did I not leave you as you slept? And did you not keep me warm?’

‘True,’ Grandfather Bear replied, ‘but then you hunted me.’ ‘I see that we are alike,’ Odayala said. ‘And that is good. We should learn from each other, then.’

And so the Great Hunt became the Great Compromise and Grandfather Bear and Odayala became Hunter and when Odayala returned to the stead even his father could not tell whether his son was bear or the one who had left before as a child. So Odayala showed Orlanth his shield, made from the rattle and Orlanth knew. Odayala taught his skills, learned from Grandfather Bear, to the rest of the tribe and from then on no one went without food or warm skins for the winter. Odayala needed none. He and Grandfather Bear were so close that their habits and natures were similar.

Nature

This is a cult for hunters. It is practiced most in Sylila, Ralios, Maniria and Talastar on the edge of Peloria. The hunt is an act of reverence and worship for whatever is its subject. It is a common practice to leave a portion of the kill for the spirit or god of the animal.

The cult teaches respect for the wild, respect for the animal spirits and respect for the animals themselves. Odayala worshippers never take more than they need and never hunt for the sheer fun of the chase; hunting is a way of life and a necessity but there is always respect and reverence for what is being stalked. Death is delivered as cleanly as possible and no animal is left to suffer.

Organisation

The cult has no specific structure. Priests are hunters just as Initiates are. Shrines are few and tend to focus on the great hunting trails and specific hunting grounds and sites. Within the clan Odayala cultists form a small band of providers who command a certain respect from the rest of the community and they often initiate to other gods too.

The Holy Day for Odayala is Wild Day, Death Week, Sea Season. On this day the Great Hunt takes place where Odayala cultists strip naked, arm themselves only with spear or bow and go upon a single hunt alone. The hunt may last days or weeks and may not end in a kill: that is immaterial. The Great Hunt recalls the Great Hunt of Odayala and its nature is symbolic as well as practical. In this time devoted cultists may experience the Great Hunt as a minor HeroQuest, becoming, for a time, one with the animal they stalk, communing with it and understanding its nature. At the end of the hunt the hunter emerges as a little more like the beast he has hunted in his knowledge and habits.

Membership Standard.

Initiates are required to use the Peaceful Cut ritual on any kill made. This secret was created by Waha and stolen by Orlanth as a gift for his son. As their initiation rite, prospective members must embark on the Great Hunt, bringing back a suitable offering for the clan’s elders. It is also a requirement that they kill a prey animal of the clan, showing their superiority over enemies (this is usually a wolf or similar and, very rarely, a bear).

Rune Lords/Priests of the cult may, if they wish, hibernate through the entire winter. If so, then they gain the effects of the Sleep for Life spell although it is not necessary to cast it beforehand (but a full, season-long hibernation is required).

Common Magic

Clear Path, Hand of Death, Mobility, Slow, Speedart.

Higher Magic

Consecrate, Excommunication, Heal Wound, Soul Sight. The cult also provides: Command Deer, Command Rabbit, Command Wild Cattle, Command Wild Goat, Command Wild Pig, Command Wild Sheep, Draw Beast and Sleep to Life.

Draw Beast

Duration 15, Rank Initiate, Ranged, Resist (Resilience)

This spell only affects mundane animals with a Fixed INT. If the Resistance roll is failed then the targeted animal walks towards the hunter at a walking pace; the hunter can stop and start this motion at will during the spell’s Duration. Each point of Magnitude in the spell allows another beast to be controlled although each gains its own Resistance roll.

Sleep to Life

Duration Special, Rank Acolyte

The caster can heal great wounds to himself by performing a hibernation ritual. The caster must find a safe spot and settle in it, deciding how long he will sleep for. He heals one point of damage to each location simultaneously for each hour slept, up to the Magnitude of the spell. If disturbed from this sleep then all healing halts until the spell can be cast again. The scars and marks of wounds are retained, if the hunter so wishes them to.

The spell cannot reattach severed limbs, although maimed limbs still attached to the body will regenerate. The spell cannot resurrect the caster from death.

Gifts and Compulsions

Odayla Initiates must take one Gift and the appropriate number of Compulsions upon initiation, at the cost of one Dedicated POW. Further Gifts and Compulsions can be taken at each rank but it is not compulsory.

Odayla Gifts

Increase any one Combat Style by 10%.

Gain 1 Combat Action.

Increase Strike Rank by 1D3.

Increase any one Cult Skill by 10%.

Increase one from STR, CON or DEX by 1 point.

Increase one from POW, SIZ or INT by 1 point.

Odayla Compulsions

01–05 Favored by Odayala; no geas.

06–10 Never eat from a dish.

11–15 Remain silent for one week per season (this includes casting spells).

16–20 Do not speak for one day per week.

21–25 Eat no meat on Wild Day.

26–30 Eat no meat on Death week.

31–35 Eat no cooked vegetables.

36–40 Eat no vegetables.

41–45 Ride no animals for one day per week.

46–50 Ride no animals for two weeks each season.

51–55 Ride no animals.

56–60 Dedicate a further one point of POW to the Odayala Pact during Sacred Time.

61–65 Dedicate a further two points of POW to the Odayala Pact during Sacred Time.

66–70 Never use non-cult weapons.

71–75 Never Evade in combat.

76–80 Cannot use any Shield.

81–85 Cannot use metal armour in one location (random).

86–90 Cannot use any armour in one location (random).

91–95 Cannot use metal armour in two locations (random).

96–00 Cannot use any armour in two locations (random).

Cult Skills

Athletics, Craft (Butcher), Lore (Odayala), Lore (Regional), Perception, Spear and Bow Combat Styles, Stealth, Survival, Track.

Allied Cults

Orlanth provides Wind Words.

Yinkin provides Identify Scent.