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Solkan: God of Vengeance and Law

Solkan is the god of vengeance and retribution worshipped by a militant cult focused on the eternal struggle against chaos; his followers believe in rigid adherence to the law and extermination of chaos, viewing neutrality and mercy as unacceptable, and are in open hostility towards most other cults except those also dedicated to combating chaos. Solkan's cult has declined from its historical heights but remains centered in Remas, worshipping the god through austere shrines and pursuing his will by confronting chaos.
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0% found this document useful (0 votes)
196 views7 pages

Solkan: God of Vengeance and Law

Solkan is the god of vengeance and retribution worshipped by a militant cult focused on the eternal struggle against chaos; his followers believe in rigid adherence to the law and extermination of chaos, viewing neutrality and mercy as unacceptable, and are in open hostility towards most other cults except those also dedicated to combating chaos. Solkan's cult has declined from its historical heights but remains centered in Remas, worshipping the god through austere shrines and pursuing his will by confronting chaos.
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Solkan Cult__________________________

Description: Lesser God; Gods of Law pantheon; brother of Alluminas (god of heavenly
illumination) and brother/consort of Arianka (goddess of law and discipline). Solkan is the
angry god of vengeance and retribution. He is most often depicted as a tall, intense and on the
edge of fury. Solkan is usually attired either in shiny armor or in black clothing with a wide
brim black hat. In either appearance, Solkan is always armed with his flaming sword of
vengeance, Flammendrung.
The cult believes that Solkan was the foremost of the Law Gods who allied themselves with
the Earth Mother and the Young Gods in the first Gods War against the Chaos powers. The
alliance was more one of convenience than of convergent beliefs. It was the Law Gods who
advocated total war with the goal of eradication of Chaos, even at the risk of destroying all.
When the war ended in stalemate, the Law Gods broke from the alliance. In conjunction with
Arianka, Solkan became the most unrelenting foe of Chaos. Sometime later, the complex
machinations of Tzeentch, the Changer of the Ways, resulted in the capture and imprisonment of
Arianka. Deprived of his sister/consort (and receiving no help from his esoteric brother
Alluminas), Solkan intensified (if such was possible) his campaign against Chaos while
searching for Arianka. Solkan also became the patron of law and discipline at the time of
Arianka's imprisonment.
Some scholars of divine matters believe the Law Gods to be another manifestation of Chaos
and point out that worship of the Law Gods did not commence in any form until sometime after
the coming of Chaos. Others say that the Gods of Law pursued the Chaos powers into the world
to continue their ages old war. Whatever the truth, all scholars of divine matters agree it is
safest not to discuss these matters within earshot of any Gods of Law cultists.

Where Worshipped: Solkan is worshipped throughout the Old World. In the past, Solkan
was the principle deity of the now-extinct, militant Darian city-state of Solania. Solkan also
enjoyed some popularity (which varied with each Emperor) within the Remean Empire.
Currently, the followers of Solkan are few compared to those of the Young Gods (though more
numerous than Alluminas).

Alignments: Law required. Good is unacceptable for it is too soft and unrealistic concerning
the insidiousness of Chaos. Because it is uncaring of and blind to anything beyond the self,
Neutral is also unacceptable. Evil and Chaos prohibited –– they are only fit for extermination.

Friends and Enemies: The cults of Sigmar and Ulric, seen as the forefront of the weak Young
Gods' struggle against Chaos, are afforded minimal respect. Coolly neutral toward, though
somewhat contemptible of, the Earth Mother and Young Gods cults. Barely concealed disdain
held for cults of the Elder Races (they failed miserably in the first battles to eradicate Chaos).
Open hostility towards the cult of Ranald for their flaunting of authority. Enemies of the Dark
Children and Humanoid Daemonic cults as they are sometime allies of Chaos. Sworn enemies
of and possessing unbridled hatred toward all Chaos cults (the four powers and the Horned Rat),
including the renegade powers (e.g., Malal, Zuvassin).

Solkan Friday, July 8, 1994


Cult Symbols and Dress: Initiates, Priests, Templars, and Witch Hunters identify themselves
with the symbol of the flame. Priests wear black hooded robes trimmed with the colors of fire
(reds, oranges, and yellows). Cult tokens are blackened iron with a fire opal embedded into its
center and usually represents a cleansing flame. Templars of Solkan may wear the only the
symbol of the flame on plate armor, shield, and barding. Except for the shiny plate armor, all
other armor is black. In addition to black, wide-brimmed hats, Witch Hunters also wear black
clothing and black armor.

Cult Careers Available: Initiate, Priest, Templars ("Knights of the Cleansing Flame"), Witch
Hunters ("Jurists")

Distinguishing Principles and Doctrines: Always oppose and, if possible, exterminate Chaos
and its minions whenever and wherever they are encountered. Never allow those who are soft
and blind to the Chaos threat dissuade one from the primary task. Never allow others' opinions
of oneself or Solkan to deter from the primary duty. Always hold inviolate the letter of the law
(unless that law is counter to the above principles). The so-called "spirit of the law" concept is
employed by those too weak to discipline law-breakers. Always oppose foolish "laws" which
make a mockery of the natural order. Examples include edicts which would protect servants of
Chaos (mutants, cultists, etc.) and those that grant the lowly classes (thieves, beggars, peasants)
the same rights as those of higher breeding (aristocracy). Never allow a wrong to go
unanswered.

Afterworld: The spirit of the deceased merges with the divine body of Solkan to strengthen the
deity in his unceasing strife with Chaos. At times, Solkan may separate the spirit for specific
tasks. Such tasks include strengthening living cultists in the struggle against Chaos, transmitting
Solkan's wishes through visions and dreams, and charging cultists to follow up any leads on the
imprisoned Arianka (said to be held in a glass coffin somewhere in the world).

Temples and Shrines: Once there were great temples dedicated to Solkan. The two largest
were located in Solania (ruins of which are buried beneath the soil in the land of Border Princes)
and the Tilean city-state of Remas. These temples were solidly built structures with outer
columns surrounding the exterior walls. The columns and walls were austere in design, lacking
ornamentation of any sort. The interior of the temples were unfurnished except for an altar and
podium upon which stood the Solkan "Book of Laws" (lost in some past disaster). What
remains of the temple in Remas is largely ruins with only a small portion still in use. Here,
amid uncaring masses (to whom the Chaos threat serves only to frighten wayward children),
remains the center of the cult and its hierarchy.
The temples' decline can be traced to increasing intolerance, fear, and distrust of Old
Worlders towards the narrow perceptions and rigidness of the Solkanites. In accord with this
decline was the rise of the Solkan shrines where cultists meet in small, highly cohesive groups.
These shrines are generally located adjacent to homes of a priest, near courtrooms, or housed at a

Solkan Friday, July 8, 1994


location purchased by cultists. Outwardly, these shrines can not be distinguished from the
surrounding buildings. The interiors, however, resemble the old temple interiors with only an
altar and podium as furnishings.

Saints and Heroes: The cult of Solkan doesn't recognize any saints or heroes. Those who
serve do so for the greater glory of Solkan the Avenger. Any personal vanities, such as
reputation, are cast aside to better carry out Solkan's will.

Cult Requirements: Requirements for Laymen Status: Any who petition to join the cult must
be free of Chaos taint and approved by a Priest. There is no automatic acceptance, even for
children of cultists.
Requirements for Initiate Status: Granting of Vigilance is commonly acknowledged as a sign of
the Calling. Must be sponsored by a Priest.
Requirements for Priest Status: Approval by a council of Priests chaired by one of at least
second level.
Requirements for Templar Status: Selection and approval by a council of Priests (chaired by
one of at least second level) from among suitable laymen.
Requirements for Witch Hunter Status: Selection and approval by a council of Priests (chaired
by one of at least second level) from among suitable laymen.

Trials: Trials set by Solkan generally involve confronting and defeating Chaos encroachments.
Examples include destroying Chaos shrines, clearing an area of marauding bands of Chaos
creatures, and exposing (at great personal risk, naturally) Chaos infiltration at high levels of
society.

Blessings: A one-time bonus or automatic success on fear, terror, poison, disease, and other
tests made to counter the special attack forms of any servant or creature of Chaos. Or perhaps, a
one-time or automatic success with dodge blow, follow trail, sense chaos, sense magic, or
shadowing skills.

Penances: Fasting, performing menial tasks, silent vigil in some remote place.

Holy Days: There are no specific holy days dedicated to Solkan as the threat of Chaos is
unrelenting and cultists must be ever vigilant.

Gifts:
Rank 1: Granting of Righteous Blow prayer once per day at no MP cost. May use sense chaos
or shadowing skills with a +10 modifier.

Solkan Friday, July 8, 1994


Rank 2: Granting of Detect Chaos or Protection from Chaos Taint prayer once per day at no
MP cost. May use sense chaos or dodge blow skills with a +20 modifier.
Rank 3: Granting of Smite the Abomination or Sword of Cleansing Flame prayer once per day
at no MP cost. May use torture skill with a +20 modifier.
Rank 4: Granting of Intervention or Scourge the Abomination prayer once per day at no MP
cost. May use immunity to disease or strike to stun skills with a +20 modifier.
Templar: Righteous Blow and Sword of Cleansing Flame prayer once per day, may use dodge
blow or strike to stun skills twice per day with a +20 modifier.
Witch Hunter: Detect Chaos and Protection from Chaos Taint prayer once per day, may use
follow trail, shadowing or torture skills twice per day with a +20 modifier.

Solkan Friday, July 8, 1994


Cult Prayer Lists

Initiate
Required: Bless Token, Exalted Shield, Light the Path, Shadeward, Vigilance
Honors: Blessed Sacraments, Detect Magic, Heal Cultist, Know Follower, Seek Shrine
Rank 1
Required: Bless Weapon, Follow Tracks, Learn God's Will, Righteous Blow, Sacred Warding,
Ward Undead
Honors: Bless Shrine, Cure Poison, Dispel Sorcery, Leap of Faith, Sacred Circle
Rank 2
Required: Detect Chaos, Great Warding, Inspired Attack, Know Enemies, Protection from
Chaos Taint, Smite Thy Enemy
Honors: Grant Greater Prayer, Make Thy Servant Whole, Nullify Prayer, Sense Hidden Danger
Rank 3
Required: Consecrate Lesser Instrument, Inspired Fervor, Shelter Against Daemons, Smite the
Abomination, Sword of Cleansing Flame, Ward and Seal
Honors: Banish Ensorcelment, Heal Injury, Nullify Lesser Instrument, Shelter Against Undead
Rank 4
Required: Banish Daemons, Barrier, Bless Hero, Consecrate Greater Instrument, Godsfire,
Intervention, Scourge the Abomination, Sunbeam
Honors: Banish Profane Enchantment, Banish Undead, Consecrate Altar, Divine Vision, Grant
Sacrament of Prayer, Nullify Greater Instrument

Numina Forms
(NOTE: Solkan does not provide for the summoning of any numina form by his clergy. Rather,
he sends them for his own purposes.)
Counselor: Spirit of departed priest, templar, or witch hunter.
Guardian: Solkan only provides spirit guardians. These usually take the form of ghostly
deceased priest, templars, and witch hunters.
Servant: Spirit of a departed high ranked priest.
Avatar: Lesser aspect of Solkan in the form of either a warrior in a shiny breastplate and
blackened mail armor or a darkly-clad witch hunter with a wide-brimmed black hat. In any
form, the lesser aspect will be armed with a flaming sword.

Special Careers

Templar: Knights of the Cleansing Flame


Founded in the latter stages of the Remean Empire and gaining notoriety during the Crusading
Wars against Araby, the Knights of the Cleansing Flame are dedicated to confronting and
destroying Chaos in whatever form it can be found. Their primary enemies (if any) are the
Khornate Disciples of the Red Redemption for the slaughters and other atrocities they committed
against both sides during the Arabian wars. Other enemies of choice include followers of
Tzeentch and the Horned Rat for their patron's part in the kidnapping of the Law Goddess
Arianka.

Solkan Friday, July 8, 1994


For career advance scheme, career exits, and trappings see the Templar advance career,
WFRP, page 106.

Witch Hunter: Jurists


Jurists are the cult's clandestine agents devoted to the task of hunting down and destroying
Chaos, its minions, and allies (including Daemonologists and, at times, Necromancers)
throughout the Old World.
For career advance scheme, career exits, and trappings see the Witch Hunter Advance Career,
WFRP, page 106. Additional skills are listed below.

Favored Cult Skills


Layman: Bind Wounds, Law, Silent Move Urban
Initiate: Orientation, Sense Chaos*, Shadowing, Spot Traps
Rank 1: Dodge Blow, Set Traps, Sixth Sense
Rank 2: Follow Trail, Strike Mighty Blow, Torture*
Rank 3: Immunity to Disease, Strike to Injury, Strike to Stun
Rank 4:

Sub-Cults and Honorary Orders: None

Cult Prayers

Sword of Cleansing Flame


Prayer Rank: Third
Magic Points: 15
Range: Touch
Duration: 1d6+3 rounds
Area of Effect: One sword
Resistance: None
The priest is granted the ability to cause one touched sword to become a magical flaming
weapon for the duration of the prayer. In addition this prayer grants the wielder of the sword of
cleansing flame a temporary increase of +10 to WS and +1 to Strength.
Non-flammable creatures receive 1d6+2 wounds at the strength of the wielder. Flammable
creatures receive 2d6+4 wounds at the strength of the wielder. Flammable objects struck by the
sword of cleansing flame burst into flame.
The sword of cleansing flame is especially ruinous to Daemons and Chaotic beings, causing
3d6+6 wounds at the strength of the wielder. Also, such creatures must make an Instability test
immediately.

Intervention
Prayer Rank: Fourth
Magic Points: 25

Solkan Friday, July 8, 1994


Range: BMP yards
Duration: 1d3 hours
Area of Effect: One cultist (may include invoking Priest)
Resistance: None
The prayer grants the cleric an appeal to his patron for a Divine Servant or Avatar to possess a
cultist (or invoking Priest) during an extremely dire situation (e.g., being surrounded by a Chaos
warband led by a Greater Daemon). The possessed cultist assumes the profile and abilities of
which divine being (numina) has entered to take charge of the situation. In the case of Avatar
possession, the effected cultists also grows in height to that of a Greater Daemon and may cause
fear in creatures of less than 10 feet in height. Note: the possessing spirit will always follow the
dictates of their patron deity.
There is a high degree of risk to the possessed cultist, however, in that the driving force of
Solkan's burning passions may consume the cultist. The effected cultist must test vs. Toughness
x 10, adding a +20 modifier if possessed by a Divine Servant or a +10 modifier if an Avatar
possession. Success means that the cultist will be exhausted and unable to perform strenuous
activities for the following 1d3 hours. If failed by 20 or less points, the cultist suffers 1d6
wounds at strength 5 from burns inflicted by the possession. If failed by over 20 points, the
cultist suffers 2d6 wounds at strength 10.

Solkan Friday, July 8, 1994

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