Cults of Glorantha

Yinkin

Half-brother to Orlanth, Keron Fin is his mother and Fralar the Carnivore his father. The two were raised together and share a legendary loyalty. The myth has it that when Yinkin was a cub, Orlanth accidentally knocked him from the nest sending him to a doom on the rocks below. Orlanth flew to save his sibling and this sealed their unity.

Many myths surround the two young gods and their youthful exploits. Yinkin protected the stead during the Gods’ War and defeated many evil spirits that attacked, so much so that he sacrificed his own spirit nature for the fight. In the days when Orlanth was on the Lightbringers Quest, Yinkin protected men and helped humanity survive – thus explaining the bond between humans and cats.

Runes Beast, Motion.

Mythos and History

Yinkin Wakes Orlanth (Resonance 70%) – The Loyalty of the Alynx. Life through Warmth: Yinkin protected humans in the Dark Times and sensed that they needed an ally of their own kind, as so many gods were dead or absent. He slunk into the Land of the Dead, following trails left by Orlanth and found the Frozen Man lying on a slab in Hell. Frozen Man was a thing of great power but powerless in his frozen state. Yinkin curled himself around Frozen Man’s body and thawed it through. Then he unfroze his spirit with his own and helped Frozen Man to stand. It was only then that Yinkin realised this was his own brother, Orlanth, trapped by the Devil. With Yinkin’s help Orlanth went on to complete the Lightbringers’ Quest whilst Yinkin waited for him at the Gates of Doom, which Chalana Arroy had cast open.

When the Dawn came Yinkin found a mate and she birthed First alynx. First alynx accompanied Yinkin and Orlanth back to the Storm Tribe as the sun rose in the sky. In that new day, hot and bright, First alynx and Yinkin curled together outside Orlanth’s Hall and many came to offer praise for their courage in waking Frozen Man.

Nature

Wherever there are Orlanthi and alynxes, Yinkin is worshipped. He has few human followers but all alynxes are his worshippers. Yinkini are invariably feline in their habits, moving with cat-like grace, hunting and, when opportunity permits, seducing. Yinkini are of their own minds yet loyal to Orlanth and make for firm, true friends.

The cult is not an active adventuring cult as Yinkini prefer their familiar comforts. They will, however, wander simply for the pleasure of doing so, extending their territory although a return to the hearth is always assured.

Organisation

Yinkini shrines are found in the larger temples of Orlanth and identifiable by their distinct, musky aroma and proximity to shafts of sunlight. The cult’s holiest place is Kero Fin, where Yinkin was whelped and the major temple to the god is found within the caves that are close to where Yinkin was born. Yinkini will often act as companions to Orlanth Adventurous cultists and as members of other Orlanth cult’s bodyguards and retinues. Yinkini are a reminder of home and the staunch loyalty between the Storm God and Alynx God.

Membership Standard.

Rune Lords of Yinkin are known as Alynx Claws and are, as their name suggests, quick-witted, sharp and not to be underestimated.

Common Magic

Befuddle, Cover of Night, Mobility, Stealth, Vigour.

Higher Magic Standard.

Beast Claw, Become Alynx, Call Shadow Cat, Catseye, Charisma, Command Shadow Cat, Identify Scent.

Beast Claw

Duration 15, Rank Initiate, Ranged

The recipient’s Unarmed skill is increased by 5% for each point of Magnitude of the spell and he gains an additional point of damage, also equal to the Magnitude. When cast the recipent’s hands become alynx paws with the curved, sharp, sheathed claws of the sacred cat.

Become Alynx

Duration 15, Rank Rune Lord/Priest

The caster becomes an alynx although his SIZ does not alter. His INT and memories are retained but his DEX increases by half again. In this form he gains the Traits of Night Sight and Magic Sense plus the heightened senses of a feline, doubling his Perception skill.

As he has become an alynx his hands and feet are now paws and it is impossible to use tools or weapons.

Call Shadow Cat

Duration 1 Day, Rank Initiate, Ranged

When cast this spell attracts one alynx per point of Magnitude (as long as alynxes are present in the vicinity) to the caster’s side. The alynx arrives when it sees fit but will arrive at some point within the Duration of the spell. The alynx are not compelled to serve the caster; merely to heed his summons.

Catseye

Duration 12 Hours, Rank Initiate, Touch

This spell grants the recipient the Night Sight trait. The recipient’s eyes become cat-like under the effects of the spell.

Charisma

Duration 15, Rank Initiate, Ranged

The recipient’s CHA is increased by the Magnitude of the spell.

Identify Scent

Duration 15, Rank Initiate, Ranged

The recipient of the spell can identify any available scent. His Track skill is increased by the spell’s Magnitude x5.

Gifts and Compulsions

Yinkin can use Dedicated POW to take any of the following Gifts. Each is accompanied by a Compulsion.

Gifts

Alynx Familiar – The recipient receives the companionship of an alynx. The alynx obeys simple commands but will not go against its nature. If a further point of POW is invested, the alynx can speak with its master.

Change Gender – The Adventurer changes from male to female or vice-versa. All Characteristics and skills remain the same but the voice and physical functions of the new sex are gained. To change back to the original gender requires the spending of two Dedicated points of POW.

Increased Reactions – The Adventurer adds his critical score in a weapon to his Strike Rank (for example, an Adventurer with a weapon skill of 60% would add +6 his Strike Rank).

Innate Luck – When rolling for any Skill Test, the Adventurer can choose which way to read the D100 result. For example, a roll of 90 could be read as 09. Note: if double digits, such as 00, 11, 22 and so forth, are rolled, the result cannot be reinterpreted.

Compulsions

Abhor Water – The Adventurer cannot cross water without succeeding in a Hard (–20%) Persistence roll. He will never bathe and will avoid water at every opportunity (save for drinking).

Cruel – The Adventurer is prone to acts of casual cruelty – injuring defenceless things, playing tricks, stalking and tormenting. These acts rarely lead to death but their practice is disturbing for others.

Fornication – The Adventurer is compelled to fornicate every day. If he fails to, he suffers an additional level of Fatigue until he is able to satiate his desires.

Sleep – The Adventurer is compelled to sleep for at least 1D4 hours during daylight hours. If he does not, he suffers an additional level of Fatigue.

Cult Skills

Acrobatics, Athletics, Evade, Influence, Lore (Yinkin), Seduction, Stealth, Survival, Tracking, Unarmed.

Allied Cults

Orlanth provides Outlaw.

Heler provides Mist Cloud.

Vinga provides Pathfinder.