One Storm God was Orlanth who was the Chief of the Storm Gods and the King of the Gods. He first skimmed over the waters, touching them with his might and raising waves and sea foam. Then he dived into the waters and wrestled with many of the deities there. Some joined him and became dolphins, whales, otters and friendly air-breathing mermen, others fought him and were beaten. Orlanth also visited Daliath's Well and the Baths of Nelat at this time. Eventually, Orlanth tired of the fighting and returned to the Air that was his home.
When the World went Bad many things changed. The Oceans heaved and currents changed direction, the stars moved or died, the winds went their own way and our boatmen were afraid. They called on Orlanth for help. The Wind on the Waves promised them three things - he gave the Dolphins a special task to guide boats to shore so that they would always be able to be rescued; he made certain that certain winds always blew in certain directions in certain places so that sailors could be taken where they wanted to go; he made clouds that lived above islands and coastal mountains and ordered them to stream across the sky so that sailors could see them from far away and hence find land.
Once, a mighty Empire arose in the Seas and pretended to be friends with the Wind on the Waves. Their sailors travelled widely and Orlanth's Winds pushed them to their destinations. They found many islands, using Orlanth's skills, and grew prosperous. However, they tried to bind Orlanth to their will so that his Winds would only blow where they wanted them to and so that their enemies could not use the Winds. Orlanth did not like this and blew those who wanted to bind him far away. He asked his many friends for help. His Wife asked her Earth Kin to turn over and smashed the cities. His Darkness friends cloaked the Empire in Darkness and made them afraid. His Sea Friends drowned the Empire's Cities. His Wizard friend made a mighty spell which stopped the Empire's ships from sailing the Oceans, but the Wizard friend made a mistake, some say Eurmal made him sneeze when casting his spell. In any case, he forced everyone from the Oceans and hid himself and his lands away in shame when he realised his error.
Orlanth did not desert his friends and carried friendly winds
between the islands to comfort them. His mermen carried on his worship
and spoke to those people on the lands, making sure that his skills were
not forgotten. Eventually, Orlanth's Winds whispered secrets into the ears
of a brave man who sailed the seas once more, guided by Orlanth's Winds,
by Dolphins and by the clouds that lived above the islands, as Orlanth
had promised. Many people remembered the teachings of the Wind on the Waves
and could travel the seas in safety.
Initiates may learn the skill of Navigate.
Navigate Skill (Base 0% ,Knowledge)
This skill allows navigation of the Oceans without using the Stars
or Currents, relying on Winds, Clouds, sea birds and dolphins. Generally
it can only be used where the sailor knows the Winds and Clouds in question,
so it is best used where he has been or where he has been told about. In
completely unknown waters, he can tell where islands are simply by finding
cloud formations. It can be used in addition to normal Navigation skills.
Wind Lords have access to the Scarf of Mist but no other Magic Weapon Subcults. They must not riddle with Fire/Sky cultists nor must they offer aid to Earth Priestesses.
Common Divine: All
Special Divine: Wind Warp, Increase Wind, Decrease Wind, Breathe Air
The Quests most often known are: Baths of Nelat, Daliath's Well
of Wisdom, Crossing the Oceans (LBQ), Freeing of Heler, The First Dive.
Deep Dive (1 pt, Stackable, Temporal, Reusable)
Each point allows the user to hold his breath for 15 minutes,
no matter how deep he dives. This does not allow him to breathe water and
if he loses his breath he will begin to drown as normal.
Call Turtle (2 pts, Non-Stackable, Instant, Reusable)
This calls a turtle to the caster. If a turtle is within a day's
range that will be called, otherwise Sofal will provide a turtle to come.
Once there, the turtle must be commanded or whatever. This is often used
when hunting turtles.
Lightning Touch (1 pt, Range Touch, Stackable, Reusable)
This is as the same as Lightning but is range touch. It does 1D6
damage per point of spell to the location touched. There is a percentage
chance equal to the damage taken to stun the target, causing them to be
functionally incapacitated. Each round of being stunned, roll CONx1% to
come out of it.
Flying Leap (1 pt, Stackable,Reusable)
This allows the target to leap from the water and glide for a distance up to POW in metres per point. This does not allow the user to fly - it is simply a leap. Often this is used to leap on board a ship or to aviod sharks as they are about to strike. Once the leap has been made the spell is used up - the user cannot make several leaps with this spell.
The LightBringers give their normal spells to Orlanth Aquarius.
The cult of the Wind on the Waves has friendly relations with
Orlanth in the Clouds (Orlanth Thunderous), Orlanth in the Winds (Orlanth
Adventurous) and Orlanth on the Throne (Orlanth Rex) although it receives
no spells from them.