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The Cult of Arkat the Destroyer

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

I. Mythos And History

Many people believe that the end of the Greater Darkness occured with the death of Wakboth and the birth of time. Unfortunately, they were wrong. The Devil manifested himself in three portions, Wakboth (body), Kajaboor (soul) and Gbaji (mind). Two portions were torn asunder, the first by Bemurok, the second by Arachne Solara. The last hid in the broken remanents of the reborn world. No-one thought that when the Sun came back the Evil would continue, but it did. In the First Age the evil one called Gbaji reappeared. Like in the Darkness, a Hero arose to defeat the evil one.

This time was different, this time Arkat appeared, a Superheroic mortal warrior. We know that Arkat sought to wipe out all remanents of chaos from the world, not just Gbaji. Arkat vowed not to rest until the nightmare was over, and Chaos was destroyed. The secret to his success was that, just like in Godtime, Arkat sought to destroy the world so that it might be rebuilt anew. In his mission to destroy chaos, Arkat used every tool at his disposal. He gambled thousands of lives, followed evil gods, followed chaotic gods and placed his own soul in the bosom of corruption so that Gbaji might die.

Arkat suceeded, but in the process brought great harm, and even destroyed the entire land of Dorastor. When he left, his legacy was Arkat's Dark Empire. This Empire was devoted to the destruction of chaos, every cult was tied into the grand scheme of the ultimate genocide. Yet they were unprepared for the Jrusteli, their anti-chaos magics faltered and they fell. Only diligence to Arkat's True Path allowed his cult to survive until today. That cult was Arkat the Destroyer.

His Runes are Death and Disorder.

II. Cult Ecology

The Cult of Arkat Destroyer believes itself to be the true inheritor to Arkat's Dark Empire. They are more fanatical in their devotion to the destruction of chaos than any Storm Bull, believing that anything is neccessary to end the chaos threat. Even using chaos, and joining chaotic cults, is allowed. Chaos is believed to be a suitable tool in the destruction of chaos. They believe that even the destruction of the very world is a small price to pay for safety from Chaos.

It is only worshipped by the most fanatical chaos killers, often gaining worshippers from Bemurok, Orlanth, Kyger Litor, Zorak Zoran, St. Orlanth, St. Urox and Warrior Caste Malkioni. They hate chaos, and anything connected with chaos. They have no prefixed holy days, although a priest may hold sermons at random intervals..

III. The Cult In The World

The cult of Arkat the Destroyer is not a cult in the normal sense of the word, it does not have a hierachy, it has no true rune levels. It is more of a secret network of underground cultists than a cult, linked form city to city by temples open to the public. Most people keep their membership secret, or at least concealed, due to the cult's connections to chaos and nefarious Tapping. While there is a lot of social and religious prejudice against the cult, sometimes opening into violent conflict (especially between different Arkati sects), it has enough support not to be made illegal in and of itself. This is especially so as it is well known for destroying the influence of many chaotic sects in the Ralios area. However, worshippers are often arrested and charged for use of Tap or being a member of an illegal/heretical cult and slain.

The cult members serve their priest, the only difference between him and his servants is that he is the temple owner and also is the coordinator of all Destroyer activities. The priest will always have a wide range of connections, so that if an initiate wishes to join a cult secretly (as is often the case) they may do so by getting into contact with a Rune Priest member of Arkat the Destroyer. Since there are no spirits of reprisal, the only way a priest can rebuke his servants is to kill them. Loyalty to the temple priest is a neccessary fact of survival in the fight against chaos.

The cult is distributed evenly, and in small numbers, across the Felster, and small followings in Guhan and Halikiv. It is not popular in other lands, troll or otherwise.

IV. Initiate

To join the cult of Arkat the Destroyer, the canidate must demonstrate a hatred of chaos. They must prove themselves loyal servants to the cult, usually by doing one or two tasks for the cult, before they may join. They must suceed in any tests set by the temple priest. Unless the priest is desperate for initiates, these are often tests on the character's weapon skills and magic skills, as well as chaos lore. At the culmination of the ceremony they must sacrifice 1 POW to Arkat.

The cult itself teaches no Rune magic, special sorcery or Saint's Blessings. The only power given by the cult is this; the initiate may join any cult whatsoever, with no restrictions. They cannot be excommunicated unless they breach specific cult geases (i.e. a Chalana Arroy worshipper killing somebody, a Humakti cannot be ressurected and a Yelmalio worshipper still can't break their geases). Given at the end of this cult is a list of most of the more common cults that an initiate will have access to. These cults are those that already have Priests in place who are agents of the cult and willing to secretly initiate Arkati into their ways. The cultist must convince their priest to put them into contact with the priest, who must himself then be persuaded to initiate the canidate. Normally, the initiate does not have to give time and income to the cult as the priest who initiates him is willing to forgive such indiscretions.

Tap is a freely available spell from the cult. Priests are those people who take the responsibility of management of the cult upon themselves and are willing to open a temple.

V. Cults Of Arkat the Destroyer

Cults that most canidates can join, with very little convincing neccessary, are; Argan Argar, Babeester Gor, Chalana Arroy, Ehilm, Elmal, Humakt, Hunter Gods, Lhankor Mhy, Lodril, Orlanth, Storm Bull.

Cults that require some persuasion or act for the cult to join; Gorgorma, Horned Man, Issaries, Kyger Litor, Magasta, Maran Gor, Subere, Thief Gods, Valind, Wachaza, Xiola Umbar, Zorak Zoran.

Cults that are exceedingly difficult to join are Aldrya, Krarsht, Krjalk, Mallia, Pocharngo, Primal Chaos, Thanatar, Thed, Vivamort.