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The Temporal Incarnations of St. Humakt


"They have always been here, guardians of Valantia. Even Carpattia accepted their presence. They are all Humakt Incarnate, Destroyer, Binder, Creator. Individually they are powerful, but combined... do not cross the Five or they will crush you like a tailwad beetle under an alynx paw. They are the link, the bridge, to that most frightening Angel of Death."

- Elis Tanwith, blood of Rolymer, 1498 ST

The Temporal Incarnations of St. Humakt represent his five portions, Prowess, Justice, Death, Magic and Honour. They are all minor Heros in their own right, and are terribly fearsome, wielding both tremendous power and influence.

The Five Incarnations are:

Eocy Finshad (Prowess): Head of the Dunfal. He represents skill and harmony with oneself. He has mastered various forms of combat, and he is probably the most skilled swordsman in Otkorion. Rarely seen, he spends most of his time with the Dunfali, an entire House of Humakt that demonstrates the skill that can be aquired by single minded dedication to ones position. Eochy sometimes appears at tournaments.

Sreng Kirawan (Justice): One of the so-called "mobile" postions - it is not hereditary or linked to holding another position within society, anyone can become this Temporal Incarnation. Sreng originates form Valantia and is the Death Sword of the Chruch Militant, the military branch of Otkorion. As a Temporal Incarnation of the Justice aspect, Sreng also holds council at the Courts of Valantia. He has been one of the most devote judges yet.

Naisii Brodie the Duncolm (Death): The Duncolm bishop of the Duncolm Cearghot (meaning Bishopric) is also a Temporal Incarnation fo St. Humakt. Apparently, when it was ruled that only a Duncolm may be the Temporal Incarnation of St. Humakt by the Church in 1602 ST, the Humakti of Valantis were close to refusing to allow it to happen - talk of the cult of St. Humakt withdrawing from the Henotheistic was rumoured to be going on. They disliked the position no longer be mobile. The Duncolm's mission is to bring Death to Undeath - he is one of the more terrifying aspects of the Incarnations and have many ghosts at his command. The current Duncolm is very effective in his containment of the Salantia forest.

Yulucuth (Magic): The Raven-Demon of the Deothaisel, the Great Temple to St. Humakt in Valantia. This magical demon is a direct embodiment of St. Humakt. It obeys no-one but often comes to the call of the other Incarnations.

Aonbar Cearbhaill (Honour): Another "mobile" position. Occupied by the most pious Humakti who has selected all "normal" gifts and geases of the cult, and usually more besides. Currently occupied by one of the Doomed Warriors, Aonbar spends mopst of his time in lightning raids upon Lalia. He never speaks, nor does he sleep. He is the grim embodiment of St. Humakt.

Becoming a Temporal Incarnation

Upon the passing of one of the older Temporal Incarnations into Solace, a new one must be chosen. They often die violently, most living to at least 100 through the use of enchantments to counteract aging. If the Temporal Incarnation decides their time has come to die, and are only a burden to their cult in keeping them alive, they usually select a variety of gift/geas pairs that will allow them to die heroically and then engage in a suicide mission, very rarely surviving.

The process is as follows. Firstly, only Swords may attempt the rites, and only Swords who have at least 100% in 5 cult skills and 15 points of Rune Magic will be considered.

Secondly, the Call is made - a message is passed through the St. Humakt cult structure. Those candidates who wish to attempt to make claim to the position must make their intention known. Those that qualify and put themselves forward are then given the position of a secret meeting. There is normally about a Season inbetween the Call and the actual meeting itself, giving candidates time to gather allies, powerful items and to engage on HeroQuests.

The meeting itself takes place in any secluded place under the observation of the Temporal Incarnations of Humakt. Even the Yulucuth takes flight, turning from its normal statue state to its Raven form, and signalling to everyone in Otkorion that the challenge for a new Incarnation is beginning. It is heavily ritualized with no combat during the first three days, with many purification rites, and rites of severance, but from then on it is days of countless combat.

All candidates must fight each other, to the Death, to find who has the right to become the Temporal Incarnation. The fight is in a series of one-on-one battles, using normal Humakti duelling rules, with the winner going onto the next round. The choices of whom fights whom in the first round are decided by the other Four Incarnations by general consensus, allowing the Incarnations to weigh the battle in favour of a certain candidate if they so wish. This is perfectly legitimate, and not cheating in any form, as to all intents and purposes the Incarnations are St. Humakt and therefore should have a large choice in the selection process.

The winner of ecah round goes on to the next, plus the soul of the defeated is turned willingly into a ghost under the command of the victor. The ghost remains until the Temporal Incarnation expires. In second, and later, rounds the ghosts belonging to the defeated are also taken by the victor! This means that as an average of twenty five rune lords turn up for the tournament, the Temporal Incarnations have twenty five ghosts all loaded with reusable divine magic! All belongings of the defeated forfeit to the cult.

The eventual winner is proclaimed Temporal Incarnation of St. Humakt and travels to Humakts Lodge to receive his.her blessings from the Saint himself.

The Powers

Listed here are the immediate benefits of becoming an Incarnation. Other benefits unclude increased political standing, influence and resources.

Universal: All Incarnations have the following powers. Any who qualify for Rune Lord-Priest of the Warrior Caste are thusly appointed to that position, or acolytehood if they only qualify for that. Gains 50% on all sword attacks, parries, ceremony, scan and sense assassin. Gains 20 pts. of Humakti Rune Magic (if, at a later date, the Incarnation ceases to be an Incarnation, this is the only power that remains). Gains 8 points in Death Rune, 4 points in Truth Rune and gains an extra 5 points in Piety (Humakt).

Prowess: Add another 30% to all sword attack and parries, scan, ride and conceal. Gains 5 points in Mastery rune and the Heroic Castings of Shield and Truesword.

Justice: Adds another 30% to orate and sense assassin, and adds another 5 points to the Truth rune. Gains the Heroic Castings of Oath and Detect Truth.

Death: Add another 10 points to Hate (Undeath) passion and another 8 points to the Death Rune. Gains Heroic Castings of Beserk, Sever Spirit and Turn Undead.

Honour: Add 5 points to Piety (Humakt) and another three points to the Truth Rune. Gains the Heroic Castings of Detect Truth.