Esmeralda Cult_______________________
Description:
Greater Entity; Halfling Pantheon; ruling Halfling deity. Esmeralda is the patron of the hearth and
home and the mother to most of the Halfling deities. In Halfling lore, it is Esmeralda who gave the gift of cookery to
Halflings. Normally, Esmeralda is
depicted as a plump and matronly Halfling with a perpetual smile and wearing a
flour-covered apron.
Where
Worshipped: Esmeralda is worshipped by Halflings
throughout the Old World. She is
particularly venerated by those Halflings who are employed by Humans as
cooks. Unlike other cults, members
(including priests) of the cult of Esmeralda may include the worship of any number
of her children. These are Gangee
(protector of the pantry), Findol (warden of the fields), Landrani (mistress of
wine and beer), Praseeda (lady of herbs and spices), and Samortha (guardian of
children, families, and desserts).
Alignments:
Neutral and Good preferred. Law,
Evil, and Chaos unthinkable and prohibited.
Friends
and Enemies: Friendly with all other Halfling cults and
the cult of the Earth Mother. Good
relations with the cults of the Young Gods and Elder Races. Revulsion towards the Dark Children,
Humanoid Daemonic, and Chaos cults.
Cult
Symbols and Dress: Initiates, Priests, Ratcatchers, and Scouts
identify themselves with the following symbols: a triangle over a horizontal
line (representing the home), flame rising from a hearth, soup ladle, stylized
pie, frothy mug, and spice leaves. In
addition to regular clothing, Priests wear ceremonial aprons embroidered with
the symbols of Esmeralda and whichever of her children they worship. Token is a copper medallion with the
triangle over a horizontal line symbol inscribed. Cult token may also be one of the other symbols. Ratcatchers and Scouts wear clothing
embroidered with the symbols of Esmeralda and her child which most represents
their career (Gangee for Ratcatchers and Findol for Scouts).
Cult
Careers Available: Initiate, Priest, Ratcatchers (Protectors
of the Pantry), Scouts (Wardens of the Field)
Distinguishing
Principles and Doctrines: Always provide food to the hungry. Cooking utensils have only one use, to
prepare meals and desserts, and may not be put to any other use. Ale must be enjoyed to its fullest, watered
down is not acceptable. A minimum of
three square meals must be eaten each day.
Always relax after a meal, strenuous activity is not conducive to proper
digestion. Cooking a meal requires
one's undivided attention.
Afterworld:
After death, a spirit interests a large hall and kitchen bustling with
multitudes of Halflings. There, the
spirit can locate the spirits of long deceased family members and have a sort
of family reunion. The atmosphere is
one of on-going feasting, story-telling, and gift exchanging. Family trees and relations are always
popular topics of discussion. A virtual
Halfling paradise.
Temples
and Shrines: Typical for Halfling cults, the cult of
Esmeralda has no shrine, temples, nor organizational structure as such. Instead, Esmeralda is venerated in any
kitchen where a Halfling works.
Commonly, a small statuette of her is kept in a prominent place in the
kitchen, such as a mantle-shelf. This
placement enables Esmeralda to "see" the running of the kitchen and
ensuring that dishes do not spoil.
Saints
and Heroes: Typical for Halfling cults, the saints and heroes
of Esmeralda are usually ordinary Halflings reaching extraordinary (for
Halflings) achievements. Examples
include providing a scrumptious feast on short notice with little foodstuffs
available, protecting a field of crops from catastrophes ranging from hungry
insect swarms to rampaging Goblins, and caring for an entire family bedridden
by severe illness. As a whole,
Halflings are hardly adventurous.
Cult
Requirements: Requirements for Laymen Status: Automatic for children of cultists and open
to all adult Halflings.
Requirements for Initiate Status:
Granting of Blessed Sacraments prayer is seen a sign of a
Calling. Must be sponsored by a Priest.
Requirements for Priest Status:
A visitation of Esmeralda in a dream calling the Initiate to serve.
Trials:
Trials set by Esmeralda are usually of a mild nature compared to other
cults as Halflings, as a race, do not like to discomfort themselves. Such trials may include leading Human
soldiers to lairs of Goblins and the like in familiar woodland areas,
officiating at Pie Week festivities and being the last to eat, and hosting a
family reunion (including second, third, fourth, and fifth cousins).
Blessings:
A one-time-use bonus or automatic success on cook, heal wounds,
herb lore, or silent move-rural skills.
Penances:
Skipping a meal (to a Halfling, fasting), cleaning the kitchens (and not
sampling offered treats or food) of twenty Halfling homes, cleaning up and
washing all dishes, pots, and pans immediately following a Halfling party.
Holy
Days: The main festival to Esmeralda is Pie Week
(1 - 8 Erntezeit on the Imperial calendar) in which the fruit harvest is
celebrated. The week is spent making
(and eating) pies, puddings, cakes, and jams.
So absorbed are Halflings in the festivities that it is nearly
impossible to get them to do anything else during this festival.
Gifts:
Rank 1: Granting of the Blessed
Sacraments prayer twice per day at no MP cost. Automatic success with silent move-rural skill once per
day.
Rank 2: Granting of the Leap
of Faith prayer twice per day at no MP cost. Automatic success with cook skill twice per day.
Rank 3: Granting of the Faith
Provides prayer twice per day at no MP cost. Automatic success with concealment-rural skill once per
day.
Rank 4: Granting of the Sanctify
Food prayer once per day at no MP cost.
Automatic success with shadowing skill once per day.
Ratcatcher:
Granting of the Light the Path prayer once per day. May use bind wounds skill once per
day with a +20 modifier.
Scout: Granting of the Vigilance
prayer once per day. May use shadowing
skill once per day with a +20 modifier.
Cult
Prayer Lists
Initiate
Required: Bless Token, Blessed Sacraments, Gift of Tongues,
Heal Cultist, Heal Petitioner, Light the Path, Seek Shrine
Honors:
Detect Magic, Exalted Shield, Know Follower, Obscure
the Path, Shadeward, Vigilance
Rank
1
Required: Bless Shrine, Cure Poison, Follow Tracks, Heal
Animal, Leap of Faith, Learn God's Will, Mindlink, Sacred
Circle, Sense Land, Spread the Word
Honors:
Bless Weapon, Dispel Sorcery, Identify Divine
Instrument, Mask Sight, Open, Remove Minor Curse, Sacred
Warding, Sanctuary, Scourge Enemy, Summon Divine Counselor,
Voice of God
Rank
2
Required: Bless Thy Servant, Faith Provides, Hand of God,
Make Thy Servant Whole, Treat Illness
Honors:
Artful Dodger, Distraction, Great Warding, Know
Enemies, Nullify Prayer, Sense Hidden Danger, Summon
Guardian
Rank
3
Required: Contact Soul of the Faithful, Cure Insanity, Heal
Injury, Heal the Faithful, Light of Day/Darkness of Night
Honors:
Banish Ensorcelment, Blind Enemy, Know Alignment, Nullify
Lesser Instrument, Self-Defense, Summon Divine Servant
Rank
4
Required: Consecrate Altar, Divine Vision, Entanglement,
Preach the Word
Honors:
Banish Profane Enchantment, Barrier, Bless Hero, Drawing
Down the Moon, Nullify Greater Instrument, Remove Great Curse,
Summon Divine Avatar
Numina
Forms
Counselor:
Spirit of a departed priest or deceased relative.
Guardian:
Halfling cults do not provide for the summoning of divine
guardians. Spirit guardians take the
form of ghostly deceased priests or relatives.
Servant: Spirit of a
departed high rank priest.
Avatar: Lesser aspect of
Esmeralda in the form of a matronly Halfling.
Special
Careers
Ratcatcher:
Protectors of the Pantry
The Protectors of the Pantry are Halflings who follow the cults of
Esmeralda and her son Gangee. The
sacred task of protecting the Halfling pantries from the predations of vermin,
especially rats, have fallen to them.
The Protectors of the Pantry are adept at hunting down and killing
vermin and do so with (for a Halfling) a fanatical zeal. In other respects, Protectors of the Pantry
are normal Halflings and far more sociable and cleaner than their Human
Ratcatcher counterparts.
For career advance scheme, career exits, and trappings see the
Ratcatcher basic career, WFRP,
pg. 36. Moreover, Protectors of the
Pantry are subject to hatred versus rats and rat-like creatures (including
Skaven).
Scout: Wardens of the
Field
The Wardens of the Field are Halflings who follow the cults of Esmeralda
and her son Findol. Similar to the
Protectors of the Pantry, the Wardens have a sacred task: the protection of the
agricultural fields of Halflings from vermin ranging from ravenous insects to
marauding bands of Goblins and Snotlings (anything bigger often requires the
hiring of Humans or Dwarves). Wardens
of the Field are excellent woodsmen and scouts. They are the closest thing to a warrior class for Halflings. In fact, during times of community danger,
small groups of Wardens join together to form a formidable force of bowmen and
slingers.
For career advance scheme, career exits, and trappings see the Scout
advance career, WFRP, pg.
104. In place of Ride-Horse skill, the
Wardens of the Field substitute Marksmanship skill.
Favored
Cult Skills
Layman:
Bind Wounds, Herb Lore*, Silent Move-Rural
Initiate: Cook* (doubles skill), Identify Plant*, Specialist Weapon-Sling
Rank 1:
Concealment-Rural, Heal Wounds
Rank 2:
Acute Hearing, Orientation
Rank 3:
Dowsing, Shadowing
Rank 4:
Luck
Sub-Cults
and Honorary Orders: In addition to the worship of Esmeralda,
cultists may worship any number of her five children: Gangee, Findol, Landrani,
Praseeda, and Samortha. Every detail
that applies to the cult of Esmeralda apply to these subcults with few
exceptions. An example of such may be
that a prayer honored by Esmeralda is required by one of the subcults (e.g.
Vigilance for followers of Findol).
Cult
Prayers
Sanctify
Food
Prayer Rank: Fourth
Magic Points: 14
Range: BMP yards
Duration: Immediate
Area of Effect: Food and drink within BMP
yards
Resistance: None
This prayer grants the invoking priest the ability to neutralize any
poison, toxins, and deleriants added to any food and drink within the area of
effect. Additionally, this prayer
reverses any spoilage and resulting (natural) toxins from the effected food and
drink. So healthy does the food and
drink become that anyone wounded will recover D3 wounds simply by consuming
such food and drink. Should the
consumer be suffering from the effects of disease, poison, etc., they will be
able to take another Toughness test with a +30 modifier to overcome their
affliction.
Note: the benefits of the prayer occur immediately upon consumption of
the food and drink. Any failed test
cannot be retaken until another prayer is invoked.