Another
updated cult, the ever popular Humakt, god of sword wielding
hardcases. First appeared in Cults of Prax, Chaosium's first cult
publication and updated for every edition since. I will be sort of
basing this on Issaries publications' Storm Tribe, with some
innovations for my own campaign. As previously, Legend stats/skills are in RED, RQ6 in BLUE.
Who is Humakt?
Way back
in the god's age Humakt was one of Orlanth's brothers. He discovered
a new power in a secret place, and showed it to another god, who then
lay on the floor and didn't move. Humakt was used to fighting (in
fact he was damned good at it and had beaten all his brothers) and
being knocked down and put out of action for a while, but up until
that point everyone had eventually got up and walked away. This was new, this
was Death, it was permanent and it sent people to hell. Humakt
resolved to take great care about how he used it.
However Orlanth had
a terrible rivalry with the Emperor Sun and Eurmal stole Death for
him to use. Humakt was toweringly unamused, as was the rest of the
universe when Orlanth killed the Sun and it was deprived of light and the Lesser Darkness began.
According to the Humakti version of the old tales their god actually killed
Orlanth to send him to hell to fetch the sun back, but conventional
Orlanthi scoff at this.
Who worships him?
Humakt is
a very widely worshipped deity, with followers among the barbarians
of Ralios, Maniria and Fronela and even in Carmania in the western
reaches of the Lunar Empire. Humakti make good gladiators, and a few
can be found fighting in arenas all over the Lunar Heartlands.
These
worshippers are professional warriors, frequently misfits who choose
to cut all ties with their tribe and family, sometimes ordinary
soldiers who have gone a bit loopy with battle fatigue, sometimes
outright sociopaths, and more than a few who find a glamorous
attraction in being the ultimate badass. They hire out as
mercenaries and bodyguards, trying to stay above mere politics
(though a few have become kings), and striving to act within the
tenets of honour laid down by the cult. This honour code is not much
like western chivalry, it has more in common with Japanese
Bushido than anything else. If Clint Eastwood's 'Man With No Name' or Dirty Harry' characters lived in Glorantha, they would be members.
Though
most of his worshippers are human, Humakt's temples are willing to
take anyone who can keep the code. He is popular among Dragon Pass
Ducks (as Hueymakt the Death-Drake) as he is an implacable foe of the
undead and they live right by a zombie infested swamp, and a few
exceptionally even tempered Trolls are members, though most Troll
warriors go for one of their own bloody-minded and savage beserker
gods instead and regard Humakt as being a bit of a wuss.
At the
moment the cult of Humakt is undergoing a bit of an expansion in
Sartar. Many warriors who would have otherwise followed Orlanth are
joining up. Though the cult as a whole is supposed to be neutral many
individual members are acquainting themselves with death before a
final showdown with the Lunars.
Lay Member
Every
tribal soldier is a lay member just before a battle, praying
fervently to any number of gods to see him through alive and to
Humakt that if he must die, he at least dies fighting and goes quickly, stoically and
unequivocally without being a coward about it. Other than that he
might get a prayer when undead are about – a blessed death rune
drives away vampires so they say – and when an exceptionally dire
oath is being sworn a Humakt acolyte or priest might be called in to
witness it or even get the participants to swear on their swords,
which will make dire curses fall on their heads if they break it.
Otherwise
Humakt is avoided. His more dedicated followers are eccentric and
aloof and liable to kill you over odd points of 'honour', and there
is more than one tale of Humakti going bonkers and massacring
civilians. Having a 'Death House', as they call their temples, in
your town or village is a mixed blessing – lots of skilled
swordsmen to fight off enemies to be sure, but they are creepy
buggers to have walking the streets. People only go over the
threshold of the temple if they really mean to join up.
Initiate
If you
want in the first thing you have to do is have a sponsor who is
already a member, then you have to have a sword fight to test your
mettle. The temple priest may have all the potential prospects fight
it out among themselves, or he may sic a bunch of initiates on you,
or he may batter you senseless himself. If you don't have at least
50% in at least one combat style involving one or two handed swords
you don't stand any chance, and he will be looking for competence in
five skills out of the following list:
Skills:
Legend:
One handed sword and shield, two handed sword, Resilience, Brawn,
Athletics, Evade, Insight, Lore (Tactics)
RQ6: Any
combat style involving swords, a second combat style, Endurance,
Brawn, Athletics, Evade, Insight, Lore (Tactics)
If you
don't know Bladesharp already they will definitely teach it to you,
and half price training is available in:
Legend:
Sword, 2H Sword and possibly Shortsword, Rapier, LH Main Gauche or
Dagger depending on temple, Theology (Humakt), Pact Humakt, First Aid
RQ6: Hu
Swordsman style (Intimidating Glare, 1h Sword, Med Shield, Sm.
Shield, 2h Sword, Dagger) and possibly Rhigos Duelist (Swashbuckling,
Rapier, Main Gauche, Thrown Dagger) and/or Shock Infantry (Formation,
Siege Warfare, 1h Sword, Med Shield, 2h Sword, Dagger), Devotion
(Humakt), Exhort (Humakt), First Aid
Depending
on the temple initiates may also be able to learn Craft
(Bronzesmithing) and Ride as well.
Initiates
must forswear any other god, losing any divine magic, but they are
protected from divine retribution by the Severing ritual that takes
away any earthly ties on their allegiance as well.
Initiates
are required to answer any call to arms by superiors in the Temple
mercenary company, but are entitled to a share in any pay and loot.
Humakti regiments in Sartar at least specialise in breaking up the
ever popular shield wall, charging in with double handed swords and
'hand-a-half' long swords to hack chunks out of the shields and open
holes in the formation to be followed up by tribal cavalry.
The first
point of power devoted to Pact or Devotional Pool is spent on
choosing one of Humakt's gifts, which always comes with one or more
geases, and no more than ¼ POW may be dedicated.
Gift:
Increase
any sword related combat style by 10%
Never
use a non-sword weapon
Increase
Combat Actions by 1
Never
refuse a challenge to one on one combat
Increase
Strike Rank by 1d3
Never
trust (d6 roll) 1- Dwarves, 2-Elves, 3- Trolls, 4 – Dragonewts, 5 –
Solar Worshippers, 6 – any non-Humakti
Increase a
cult skill by 10%
Remain
silent one day per week
Increase
STR, CON or DEX by 1 point
One
random geas
Increase
SIZ or INT by 1 point
Never
sleep in a building that is not sacred to Humakt +2 random
Gain a
Sense Assassin ability at POW+CHA or increase it by 10%
Never
participate in an ambush or attack from hiding +1 random
Increase
Resilience or Endurance vs Disease and poison by 25%
Never
use poison +1 random
Gain a Sense Undead ability at POW+CHA or increase it by 10%
Always
bless a fallen friend or foe
One
specific sword is blessed to have +2 armour points and +5 hit points
Never
accept magical healing from a non-Humakti
One specific item of armour or shield gains +2 armour points in one
location, or +1 AP in two locations (for a set of greaves, a hauberk
etc.)
Two
random geases
When in
battle can modify battle table results by +/-1-2 at will
Never
retreat from a pitched battle and never surrender
Gain +25%
to Insight when trying to detect a lie
Never
lie
Random
Geases: Roll on Mongoose Cults of Glorantha table p 223. If the
random geas duplicates a mandatory one then no further geas is taken.
Initiates may never
be resurrected. Their souls go to guard the Paths of the Dead,
keeping the dead in hell or whatever afterlife their god has chosen
for them and guiding those souls in danger of getting lost from harm
by Shamen and Demons. They may never be reanimated as undead.
Senior initiates may
become a Ten-Thane (or Decurion or Sergeant, titles vary from region
to region) with up to nine others under his command. In practice it
is rare for a Temple battalion to get anywhere near the thousand men
prescribed by the hero Efrodar Blackhands, the warleader who created
the first all-Humakti regiments in the Gbaji Wars.
He must devote at
least 10% of his income to the cult in offerings (black chickens,
rams and cattle for sacrifice is fine, but a bit of silver doesn't go
amiss either).
The initiate's sword
becomes, in the eyes of the cult, an embodiment of his soul. Humakti
always keep their swords immaculately polished and lavish their
wealth on ornamental hilts, fancy baldrics and scabbards and are
willing to pay serious cash for a well made blade. Having such a
fancy sword will add +1-3 CHA when dealing with fellow Humakti, and
may impress a few other folk as well.
Divine Magic:
Legend: Bless
Corpse, Truesword, Fear, Shield, Gleam, Detect Truth
RQ6: Lay to Rest,
Truesword, Fear, Shield, Steadfast, Detect Truth
Acolyte
Humakti who have
been Initiates for at least three years may be promoted to acolyte.
They get first dibs on Hundred Thane (or Centurion, Captain,
whatever) positions, with up to a hundred men at their command in
battle. These places tend to go to those with decent Lore (Tactics)
or Oratory skill who have been in a pitched battle or two.
They must devote at
least 3 POW to the god, and no more than ½ their total POW and may
gain another of Humakt's gifts if they so choose. They must give 50%
of their wealth to the temple, but do get a cut and to negotiate terms
when hiring out men of their hundred as mercenaries.
They must have 70%
in a sword related combat skill and three of the following skills:
Legend: A second
sword combat skill, Theology (Humakt), Pact (Humakt), First Aid,
Craft (Bronzesmith), Sense Assassin, Sense Undead, Lore (Tactics),
Resilience, Brawn, Insight
RQ6: A second sword
related combat style, Devotion (Humakt), Exhort (Humakt), First Aid,
Craft (Bronzesmith), Sense Assassin, Sense Undead, Lore (Tactics),
Endurance, Brawn, Insight
Divine Magic:
Legend: Amplify,
Heal Wound, Turn Undead, Oath
RQ6: Heal Wound,
Turn Undead, Oath
Acolytes may also
learn Craft (Ironsmith), a rare skill in bronze age Glorantha.
Priest
Humakti priests are
not usually particularly priestly, they are hard bitten warleaders
and fanatical warriors who can allegedly strike a man dead with a
glance, and even if they can't always pull that one off they still put the
heebie jeebies into anyone daft enough to cross them. They scare the
hell out of their own men as much as inspire them, and news that a
tribal king has engaged a Sword Priest to help in his wars is enough
to cause weaker willed enemies to throw in the towel there and then.
They must devote
themselves full time to the cult, though the odd priest does decide
to take himself off on a quest, or is told to go by the head of a
temple. There is only one Warlord (or Comes, General, Swordmaster
etc) per Temple, and every other priest must be happy as a
Hundred-Thane or ship out. No Humakti would never stoop so low as to
off their Warlord to take his place – in any case the boss would
spot it coming a mile off and have the ambitious underling's head off
his shoulders in under a second, if he doesn't do a Darth Vader and
kill him with a nasty glare – but they may freely leave and found
their own warband.
Priests need only
have 50% Theology (Humakt) or Devotion (Humakt); piety takes second
place to being a warrior, but must also have at least 50% Lore
(Tactics) and 90% in a sword related combat skill.
They must have 90%
in two other skills from the list:
Legend: A second
sword combat skill, Theology (Humakt), Pact (Humakt), First Aid,
Craft (Bronzesmith), Sense Assassin, Sense Undead, Lore (Tactics),
Ride, Oratory, Insight
RQ6: A second sword
related combat style, Devotion (Humakt), Exhort (Humakt), First Aid,
Craft (Bronzesmith), Sense Assassin, Sense Undead, Lore (Tactics),
Ride, Oratory, Insight
Priests may, if they
wish, take a third gift from Humakt and the attendant geases, and devote up to 3/4 or their POW to the god.
Divine Magic:
Legend: Break
Weapon, Excommunicate, Consecrate, Enchant Iron Sword
RQ6: Break Weapon,
Excommunicate, Consecrate, Enchant Iron Sword
A priest who gets to
120% Pact (Humakt) or Exhort (Humakt) may learn Sever Spirit, the
awesome ability to kill with a glance.
High Priest
There is no high
priest of Humakt, no one man who can command the loyalty of all the
worshippers of the god. In the past there have been warleaders who
have commanded thousands - Efrodar Blackhands is the most famous –
and once the Hero Wars get going there will almost certainly be
leaders who will try and unite the various Humakti warbands into a
formidable Army of Death.
The Curse of the Swordbreaker
Anyone who breaks
the Humakti Code is cursed by Humakt himself so that any sword they
pick up is hit with 1d6 damage per 10% of their original Pact
(Humakt) or Exhort (Humakt) skill, all their gifts are removed and
all their divine magic taken away, while their geases remain. A
lapsed Humakti who breaks a geas gets hit with a Disruption spell to
remind him to make amends.
Cult special spells
Bless Corpse
Duration Instant,
Rank Initiate
A body blessed with
this spell will hopefully not return as an undead (opposed roll of
Raise Zombie vs Pact/Exhort of caster should an attempt be made), and
his soul will be sent to the appropriate afterlife without any evil
shaman abducting it (again opposed rolls for any shaman trying to
contact/bind otherwise mess with the spirit of the dead). Several
cults have some version of this spell, but Humakti can also use it on
active zombies and skeletons, doing 1d4 damage to 1 hit location per
10% Exhort/Pact skill. The caster must have a blessed Death rune or a
a sword in his hand.
Detect Truth
Duration Minutes,
Range (Meters), Rank Initiate
Adds Exhort/Pact
skill to Insight when detecting verbal untruths within range. Cannot
be resisted but countermagic will reduce the effectiveness of the
spell by 10% per point.
Turn Undead
Duration Minutes,
Range Meters, Rank Acolyte
Ghosts, Zombies and
the like cannot approach within a range of one meter per point of
magnitude of the spell, though ranged and magical attacks can still
be made. Any undead that succeeds in a Persistence vs Pact/Exhort
roll may penetrate the barrier, but takes 1 hp per location per round
while within it, and/or loses 1 POW per round (no big deal for
skeletons and zombies, but bad for ghosts, wraiths and
vampires). The caster may back an undead into a corner and force it
to come within range of the effect. The caster must again have a
blessed Death rune or sword.
Oath
Duration Special,
Range Touch, Rank Acolyte
Creates a binding
oath between two willing participants. The severity of the oath is
decided at the swearing, with a maximum magnitude of the casters
Pact/Exhort skill, as are the terms of the curse which will fall on
an oathbreaker. Breaking this oath requires a roll of Persistence vs
the magnitude to resist the curse. The usual penalty is 1HP damage
per 10% magnitude to all hit locations, or loss of 1 stat point per
5% magnitude, though curses may affect skills or have other effects as well.
Break Weapon
Duration Instant,
Range Touch, Rank Priest
The caster can use
this spell to make one special Damage Weapon combat manouver
especially effective, doing normal damage with his sword plus 1d3 per
magnitude of the spell. If the sword breaks the target must save vs Persistence or Willpower or be demoralised into the bargain.
Enchant Iron Sword
Duration Permanent,
Range Touch, Rank Priest
A lengthy ritual
which permanently reduces the casters magic points by whatever cost
it takes to cast both this spell and the divine or common magic spell
to be imbued into the blade. The results can be quite powerful - a
permanently Bladesharped sword is not to be sniffed at, nor is a
permanent Truesword, or a sword with a permanent Shield or Protection
spell round its user. However the spell does have one drawback – a
random geas is rolled associated with the enchantment and if the
owner does not follow it then the sword ceases to function.
Heroquests to learn
further enchantments are known. One famous one is the Soul Severing
enchantment – the wielder of the sword may slay one enemy
irrevocably and permanently beyond all hope of resurrection, at the
cost of suffering the same fate himself.
Consecrate
As per the standard
spell, but Humakti may enchant swords to become mobile shrines to
their god. The weapon must be iron and preferably enchanted, the
magic point used to create it is permanently lost, and the Theology
bonus is 1d3% per point of magnitude.
Subcults
There are several
hero cults openly honoured, Efrodar Blackhands who mastered tactics, Indrodar
Greydog and Li
Phanquann who fought undead, Inginew Redson who crafted magic swords,
Makla Mann the loyal bodyguard and so on. And there is one special sub-cult, Arkat Humaktsson, about whom more will be revealed later...
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