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The Cult of Arkat Chaosbane

by Nikk Effingham, with help, ideas and spells from Simon Phipps
Copyright (c) Nikk Effingham 1997

I. Mythos And History

Arkat Chaosbane came from the West and was the apostle of the Old Man, an ancient hermit god who was stepped with wisdom and beyond the normal workings of the Divine Tribes. Under the guises of other gods, he slew Krjalk and Wakboth in Godtime. Gbaji was the mind of the Devil, and whereas the other two portions, Kajaboor and Wakboth, were slain in Godtime he was forgotten asnd laid asleep until the actions of Ehilm awoke him once more, and brought chaos to the world again. When he saw the workings of Gbaji, Old Man sent his son to beyond the Veil of the Spider Woman to aid.

Arkat used his Divine Right to muster armies from across the world, even summoning the people of the Southern Continent to his side. He dedicated himself to the destruction of chaos and Gbaji, and HeroQuested many times to being power to his side. He marched upon Dorastor, slaying D'Wargon, mask of Gbaji, and then, with his companions at his side, laid waste to the evil Gbaji and his kingdom. Arkat then created an almighty Empire to protect the world from other such remanents of the Devil.

The Empire was destroyed, however, by the foolish mortals of the Cosmos. In the aftermath of the Second Age, it was difficult, but the true followers of Arkat who had hid themselves away for five centuries managed to group together and form their cult, the cult of Arkat Chaosbane.

The cult is very worried about the revival of Ralzakark, who is seen as another Mask of Gbaji. He is connected with the Runes of Law and Man.

II. Cult Ecology

Arkat Chaosbane is symbolic of the Cosmic Immune System, an avatar of Old Man (another name for Grandfather Mortal). His position in the Cosmos is to destroy all forms of chaos that have seeped in from the Void outside. Within Ralios it serves as a militant faction for all chaos haters to rally behind. It is not, however, seen as dangerous to human society (as opposed to the factions of Arkat such as Arkat the Destroyer whose sanity is in question). Arkat is worshipped alongside other Henotheistic Churches, aswell as in smaller numbers in and around Orlanthi lands, and troll lands. Arkat Chaosbane is acknowledged as a form of Black Arkat and many trolls worship him alongside Zorak Zoran and/or Arkat Kingtroll.

His high holy days are Freezeday of Stasis Week, with a high holy day in Storm Season (Otkorion) or Dark Season (everywhere else).

III. The Cult In The World

Arkat Chaosbane is worshipped only in Ralios, mainly around the Felster, and in select troll lands (namely Guhan and Halikiv, although temples do exist in Dagori Inkarth). Apparently a minor temple exists in Dorastor in Arkat's Last Tower, and works with the Lunars. He is worshipped very openly, and people wear his runes with pride. The Henotheistic Churches normally support his cult, and sometimes hire their private armies as mercenaries against chaos foes.

The cult has hostile reactions against all chaos cults in any form, and hunts down all Dark Side Illuminates. With other factions of Arkati religion, it works well with St. Arkat the Liberator and Black Arkat, but positively reviles the Destroyer as chaotic, and the Deceiver as false. The cult has connections with Kyger Litor, Zorak Zoran, Storm Bull and Humakt. The Kobakuruun sect of Ralios are related to this cult. In areas where troll hatred is high, mainly those areas of Orlanthi influence, the troll relations are ignored for reasons of public relations.

The cult is organized in militant fashion. It's temples are ruled by fanatical, often insane, priests. There is no central location for the cult.

IV. Initiate

To join Arkat Chaosbane, the canidate must devote 1 POW to Arkat Chaosbane. This point goes to aquiring Arkat as a Saint. They must also suceed in four skills out of the following; any Art, any spell, any weapon attack, any weapon parry, ceremony and chaos lore.

An initiate must devote 10% of their time and income to the cult, though the cult in return grants free training in the skills of Intensity, sword attack, sword parry, chaos lore, ceremony and cult sorcery spells. An initiate may never retreat from killing chaos, but may withdraw to formulate a well formed plan. They must report all activities of chaos to their priest.

The cult teaches it's cult sorcery to all initiates, and they have access to more Vows. The cult also teaches Illuminating Riddles at the rate of one every High Holy Day. A larger bonus is this, however, they may join the cults of Kyger Litor, Zorak Zoran, Storm Bull and/or Humakt. They may join all of these cults, as long as they suceed in passing the initiation tests. They have no fear of excommunication for joining multiple cults, although if they break the cult restrictions (such as geases etc...) they are attacked as normal by spirits of reprisal. It is not Illumination. The initiations into the cults are normally carried out in secret by a priest of the cult who is also in Arkat Chaosbane, to avoid raising suspicions. Multiple inauguration into Rune Levels is also carried out in secret, so that you can be both a Death Lord and a Bull Night/Storm Khan. The cult also grants possible employment in it's private army.

Cult Sorcery: Attract (harm), Bless (sword, axe, maul), Boost Elemental, Boost (STR, CON, SIZ, DEX, attack, parry, magic, knowledge), Castback, Curse Chaos, Guard From Chaos, Haste, Hurt Chaos, Resist (all), See Rune Magic, Ward Chaos.

V. Priest

Qualification as a priest requires the canidate to head a sect of the Arkati in a temple of at least 50. The canidate must be fully Illuminated, and upon inauguration become capable of teaching Nysalor Riddles - they must also have spent the full 5 POW on aquiring Arkat Chaosbane as a Saint. Often, they are also Rune Levels in Humakt, Storm Bull, Zorak Zoran or Kyger Litor.

Priests are required to dedicate 90% of their time and income to the running of their temple, maintaining it. They must test all Illuminates to ensure they have not fallen to the Dark Side. Solitary worshippers, priests who have retired voluntarily, police the cult's priests ensuring their loyalty.

VI. Arkat Chaosbane's Blessing

This works like all Saint's powers, see ToTRM #13 p.14, or click here for a description. It costs 5 POW to get Arkat Chaosbane as a Saint. When Arkat is invoked, all chaos creatures and chaos tainted beings, within 100m are surronded by a fiery red glow that lasts until dawn. This glow can be seen at a range of about 50m, further with a successful Scan.

VII. Special Arkat Chaosbane Sorcery

Curse Chaos
ranged, temporal
This spell is effective only against chaos tainted beings. When cast the caster must overcome the target's mp's with his own.. For every point of intensity, the skills of the Chaos beast is reduced by 5% until the spell expires. The caster cannot use this spell to detect whether a creature is chaotic or not, as the caster will believe it has worked even on non-chaotic beings.

Guard from Chaos
touch (though range must still be used)
This works the same as Protective Circle. If a chaos creature tries to enter then they must suceed in resisting against the intensity of the spell against their own POW. If they fail, they may not try again until the circle is removed. This is effective also against chaos spirits. It does not cause any physical damage or impairment, only prevents the creature from passing it's borders.

Hurt Chaos
ranged, instant
This spell is effective only against creatures that are chaotic, namely broo, walktapi etc.. It is ineffective on people who only worship chaos. When cast the target's magic points must be overcome, if so then the target suffers one point of general hit point damage for every point of intensity in the spell.

Ward Chaos
ranged, special duration
This spell can only be cast on chaotic creatures, namely broo, vampires, fiends etc.... Once cast, the spell causes the affected creature to be unable to take any offensive action for a number of SR's equal to 1d(intensity). The creature can dodge, parry etc.... but is unable to cast offensive spells, or attack with a weapon. Once cast, the spell cannot be used on that creature for a number of days equal to it's POW (minimum 1 day for creatures lacking POW). This spell cannot be resisted, and is effective on all chaos (although divine beings may be ruled out at the GM's decision).

Also, the cult teaches Dominate for a variety of chaotic creatures (some, very obscure).

VIII. Arkati Vows

(for use with Sandy Petersen's Sorcery System)

Illumination
This vow is a lot like Lore Mastery. For every full 10% of Illumination the sorceror has, they gain one point of Presence.

Devotion (worth 1 point of presence)
The Arkati devotes time to mystical Arkati rituals. They must attend the temple for at least one day a week, preventing long distance travel and long adventures, and must spend that day in ceremonies.

Kill 1 Chaos Beast a Week (worth 2 presence)
The Arkati must slay, or organize the death of, at least 1 chaotic being a week.