Shades of Shadora
Guha the Trickster
( Back )
Title: Breather of the Winds of Change, God of Jokers, Fools, and Gamblers
Aspects: Tricks, taunts, insults, pranks, gambling, change, disorder
Runic Triad: Air, Disorder, and Luck
Priesthood: Priests are called Jokers/Fools. Lords are called Lucky Bastards.
Herald: Varies each time. A smiling dog, a filthy beggar, a wrinkled crone…
Holy Day (High Holy Day): Winds day ( Winds Day, Storm Season )
Temples and Places of Power: Hidden temples, wherever beggars and thieves gather,
Duties: Teach through tricks and taunts. Bend the rules of any game without breaking them. Remind all men of humility. Protect those who live by good fortune and inspired luck. Protect those who are clever, as well as those who are forced into responsibility too quickly.
- Minor: Using Intimidate instead of Trick. Being Tricked or Taunted by someone with a lower trait die. Failure to attempt to bring luck to the unlucky;
- Major: Not trying to Trick or Taunt a foe at least once during a fight. Refusing to investigate communities or places that are suffering from a series of bad-luck events in order to improve matters there, refusing to take action against those that bring bad fortune to others;
- Mortal: Taking insult at a Trick. Acting in a manner that deliberately brings bad fortune to others. Forcing others to take on too much responsibility at a young age or to mature too quickly.
The divine jester has played many roles throughout history. He created the undead and had a hand in making their dark god, but his most famous stunt, was the creation of Chaos.
At the dawn of the gods age, the young gods set out to fashion suitable races to provide them with worship and power. The great Table of Judgment, used by the Elemental Court, was brought forth and each of the Elements heaped great amounts of their raw essence upon it like proud parents setting out building blocks and clay to entertain their children. The gods labored feverishly, each seeking to outdo the other. The impatient and short tempered Air gods sought to mock the rigid and orderly approach being taken by the other gods and asked their little brother, Guha, the god of Jokers and Fools, to task them with one of his jests.
The cosmic jester smiled wide at this opportunity and turned himself into a rat. In this form he scampered about the feet of the great table collecting the discarded scraps of races and raw elements that lay there. He combined them in cruel and hideous ways and breathed the Winds of Change over them and they stirred to life within his hands. He resumed his normal form and jumped on to the very center of the great table, his writhing creations in his cupped hands. “Behold brothers my answer to the puny races of order! A race of random chaos!” At this he burst out laughing.
Shadora cast no shadow that day. Kala’s flame flickered and waned. Agustus held this breath. Vordoro’s mouth went dry. Natrala’s garden wilted. The other gods stared in horror at the twisting mass of life struggling to free itself from Guha’s hands.
“Foolish Joker!”, they shouted, “What have you done? You have intermingled the elements and loosed our doom upon us! Destroy them at once!”
The gods began to argue over which of Guha’s creatures belonged to which elemental line. However, no agreement could be reached as no one element could lay claim to an entire creature. As the argument heated the creatures struggled to free themselves from Guha’s hands. Guha was all but ignoring his creations, being way too busy watching and chuckling at the rapidly heating debate. Suddenly something stung the inside of Guha’s hand and he flung his creations to the floor.
“Quickly!” the gods cried, “We must destroy them before they escape.”
Most gods sprang into action seeking to destroy the vile creations. A few however, recognized pieces of their handiwork and refused to destroy their own children. They stood against their brothers and sisters and kept them from destroying the creatures. This was all the opportunity needed for Chaos to flee from the Elemental Court and enter into the World of Shadora. Thus began the carnage of the Chaos War.
At the end of the conflict, the elemental court met to pass judgment on those who defended Chaos. They were all stripped of their elemental rune, marked as exiles, and sentenced to serve as slaves in their masters’ house in the underworld. Before they could be restrained however, they fled the court and disappeared to dark hidden places, and became the insane, twisted gods, worshiped by their warped children.
The Jester threw himself down before the court and begged forgiveness. “It was an accident, a harmless prank gone awry, nothing more.”
The court took pity on him and did not strip him of his elemental rune. They did however, take away all of his elemental powers but one. He remains the master of the Winds of Change. The wound from the chaotic sting has never healed and it is said that this ties Guha to both Order and Chaos. This may explain why you will see him switching sides many times throughout history.
Guha’s worshipers have made themselves invaluable to most of the royal courts throughout Shadora. The serve as fools and jesters using commentary and satire to teach lessons or bring humor to tense situations. They never provide their advice directly, rather make comments that teach rulers and emissaries to view problems from a different angle.
Life After Death:
Worshipers look forward to an eternity of entertainment and mirth. Guha often supplies his spirits as cunning teachers to future generations, including those of other cults.
Reason for Continued Existence:
Everyone needs laughter. Guha reminds his worshipers that humor is a good means of dealing with everyday strife. Because there is wisdom behind Guha’s mirth, kings and emperors seek out his worshipers to provide alternate ways of viewing problems.
Cult Divine Magic
Luck/Jinx (N, Touch) Luck allows target to roll 2 trait dice (only 1 wild die) and pick the best. Jinx forces the target to roll 2 trait dice and pick the worst. Opposed Spirit Roll required.
Burden (N, Touch) Burden increases the effective weight carried by the target, increasing its encumbrance penalty by 1, or 2 with a raise. Opposed Spirit Roll required.
Hunch (N, Touch) This spell gives insight into the past of a person, place or thing. The caster gets a vision, feeling, insight, or “hunch” about some important event that happened in the target object or person’s past. Raises on the Spirit roll grants more information. This can also be used to help the caster make a choice. In this case, the GM makes a secret Spirit roll TN:4 and if successful tells the caster the best option to pick.
Lie (N, Touch) This spell must be cast at the same time that the caster tells a lie. Anyone hearing the lie automatically believes it to be true, no matter how outrageous. Those who hear the lie second-hand are not forced to believe.
Strike (N) See Smite Spell has no effect unless caster has the drop or has successfully tricked or taunted the target before striking.
Crack (N) This spell must be cast at a non-living object that the caster must touch. The item shatters at once if an opposing Spirit roll is made against the item’s toughness. Enchanted items gain a +1 bonus per enchantment.
Group Laugh (L, Touch) Everyone within an MBT, LBT on Raise, sees the point of every joke told. This spell’s effects cannot be resisted.
Conceal (L, Touch) See Invisibility. Non-free actions make you visible until your next card.
Divine Spells from Associated Cults
Sun Bright See Bandar
Breathe See Aguala
Berserk See Vorthod
Lighten Load See Salar
Impede Chaos See Kilwin