Mastery Rune
Cults
Storm Rune
Storms Over Ralios
Magic Rune
HeroQuesting
Chaos Rune
Dorastor
Disorder Rune
Bits and Pieces
Man Rune
Main Page

The Cult of St. Humakt



by Nikk Effingham, based upon the description of Humakt in ToTRM#5, by Greg Stafford and Sandy Petersen, with thanks to Sandy Petersen for his Saint notes

Author's note: This is a draft copy, all comments are welcome, please send to phl0nje@leeds.ac.uk

I. Mythos & History

Humakt was the son of Umathil and Kareenvekgos, and twin brother to Orlanth. He trained with the Warrior-Master Horal, and soon surpassed his comrade. He was appointed High Knight of the Kingdom of Umathil by his father and was ordered to protect it from any and all dangers that might confront it. Honour was everything to Humakt, more so than his other brothers. So much so, that when the Cosmos was threatened, and the Emperor had turned to Evil, the Creator chose Humakt to be the chosen one. Humakt was led to a secret chamber in the depths of the earth by an avatar of the Creator, and was shown the secrets of Death. Humakt was pronounced an Angel of the Creator, and later was also made a Saint.

When Orlanth went to the Celestial Palace to fight alongside his brothers against the Evil Emperor, Humakt followed. In the viscious battle that followed, Humakt slew the Emperor, cursing him to remain in Hell. However, in the conflict Humakt was forced to leave one of his brothers, and in doing so sent the brother Mad. Seeing the powers of Death, Humakt chose to encase the Sword in a huge mountain of iron, protecting it with many guardians. However, the servants of the Emperor managed to sneak in and stole the Sword, smashing it into shards and fleeing into the Darkness. The servants were killed and the shards stolen, thus spreading Death all across Glorantha. In return, Humakt sought to recover the lost pieces, and so Orlanth allowed him one day out of seven to search for it, and Humakt did so without fail.

On his Quest, guided by the Creator's Voice, Humakt went to the Void at the center of the world and battled Jotimam the Devil, who held the Sword Death in one of his formless claws. Humakt defeated it, making it possible for the world to heal, but in the process lost the sword to the void once more.

Upon the Lightbringer's Quest, when all had been lost and all to be lost, Humakt was again, for a third time, guided by the Voice of the Creator. In the bottomless pits of Hell, Humakt rediscovered the Sword Death and, instilled with new found energies, fought his way back to Orlanth and the Lightbringer's. Humakt was the only Lightbringer not to be rediscovered by Eurmal. When the Lightbringer's confronted Kajaboor in Hell, Humakt slew it so that the Spider Woman might bind it. At the Council of Gods, he destroyed the Well of Death to serve life. Thus ended the Plague of Death.

Humakt was named Saint and Angel by the Invisible God when he came to the world in the Grey Age. He has maintained his position as war god, death god and oathmaker ever since. It is his warriors who protect you as you travel to your afterlife. His warriors believe that they serve as these guardians on the road of death when they die, serving for a length of time appropriate to the sins they made whilst alive, those that have sinned too much are reincarnated, those that were pious serve for a short length of time, then carry on to Solace. Those who are dishonourable are pushed off the Bridge of Swords and sent to Hell alongside the Devil.

The runes of St. Humakt are Death, Truth and Death again.

II. Cult Ecology

The cult of St. Humakt serves the position of the Sword of Malkion within the Church. Many members of the Church Militant duelly worship both him and Orlanth/Vinga. He is called upon and summoned to lead the armies into war. He is primarily worshipped by professional warriors and soldiers. His worshippers are essential to the armies of Otkorion.

Death and battle is not the only requirements made of the cult. His cult is repsonsible for the military branch of the Inquisition, the containment of the Salantia and undead hunting, all of which make good use of the undead destroying powers of his cult. His priests also serve some capacity in officiating funerals, never speaking, just standing in full battle dress behind the leading priest. Their presence ensures that the dead soul travels the road of death safely. Lastly, Humakti are sometimes called upon instead of Grey Sages of St. Lhankor Mhy to determine the justice of a particular sitution. They are often judges (and champions) in the trials of combat.

Important allies are St. Orlanth, St. Vinga and Elmal. Important enemies are Zorak Zoran, Vivamort, Thanatar and Gyzar.

The High Holy Day of the cult is the anniversary of Humakt's visit by the Creator, and is Windsday, Death Week, Storm Season. Other holy days fall on Death Week of each season, with days varying according to the elements. Thus, it falls on Waterday in Sea Season, Fireday in Fire Season etc....

III. The Cult In The World

His cult is worshipped only in Otkorion, although it is slowly spreading as the Church does. St. Humakt's cult has powerful political influence in Otkorion society. Their support is required for any military action and the cult has been responsible for the shift of power many times in the long, turbulent history of Otkorion. His cult wields most power in Valantia, where the arena that the cult owns and runs is responsible for a large portion of income of the city.

Temples are numerous, and there is a great temple in both Valantia and outside Tempest Halls. The head of the cult has historically always been the Temporal Incarnations of St. Humakt, they ruled from the Deothaisel temple in Valantia. With the formation of the Churchs of Henotheism, Humakti dedicated themselves to different leaders and priests, and when Surantyr united the numerous sects of henotheism into one he headed himself, displacing the rule of the Incarnations. Beneath the Archbishop, he has delegated responsibility to the Bishop of Valantia, one of the few members of St. Humakt not in the Warrior Caste. The Bishop organises a lot of internal cult matters. Beneath him are various High Priests who command the temples, below them are the temple Swords and below them are the rank-and-file intiates. Usually the temple employs various initiates on a full time basis, to train initiates, look after the temples and attend to ecclesiastical matters that the Swords do not have the time to attend to (for example, looking after temple records).

The Cult has good relations with other Humakti/Humathi factions within Ralios, except those that Otkorion happens to be at war with at that point in time.

Notably, within Otkorion are five powerful individuals instilled with the holy powers of death. These individuals incarnate various parts of St. Humakt, his Prowess, Honour, Magic, Death and Justice. They are the five temporal incarnations of Humakt. If the Church requires the Angel of Death to be summoned, then one of these serves as the host for the most holy god of Death.

Shrines teach Truesword.

IV. Initiates

With few exceptions (but there are some) all members belong to the Warrior Caste, those that do not require a Sword sponsor to vouch for his/her battle abilities. Under all circumstances, however, the same tests are made. The candidate must roll equal to or less than POWx5 and make a successful Sword Attack. They must then sacrifice 1 point of POW. An initiate may only attempt the test once a season on the holy day.

All initiates must accept a gift and geas selected from below. Only one gift may be selected. To select more, the initiate must suceed in certain powerful tasks set by the cult. Favoured initiates often have many gifts and geases. An initiate must dedicate 10% of their time and income to the cult. They must agree to accept to be called into the army in case of any Crusade.

All Humakti must maintain honour and decorum. They must fight all honourable foes fairly (usually precludes the use of Beserk and Sever Spirit) and honour the fallen. Combat between members may continue only to the first fallen, not to the death, and the loser must always surrender a prize to the victor. This prize absolves each of any further obligations to the other, save in the usual course of cult functions.

A cult member may not be returned from the dead in any way. He is considered to have been called by Humakt, and it would be sacrilegious to try to reverse the situation. Attempts to call back a dead Humakti either meet with no success at all, or result in contact with the Humakti; who will single-mindedly try to slay his summoner even if made into a vampire or mummy. A Humakti's corpse cannot be turned into a zombie or skeleton. Humakti may not object to the resurrection of non-cultists (though some do) -- but it is not for Humakti.

Initiates may not sacrifice for the Humakti Rune magic of Berserk and Sever Spirit, unless they have proven themselves in some way. Cult members may never learn the spirit spell of Diminish (weapon skill) under any circumstances. If a member has already learned the spell, he must forget it. All Humakti may learn sorcery from the Warrior Caste as per usual.

Favoured initiates usually receive preferential training, teaching in spirit magic and better access to rune magic. They usually all know how to read and write. Favoured cultists normally dedicate 90% of their time and income to the cult, usually living off of the cult themself.

V. Swords

Swords are the Rune-Lord Priests of the cult, they are the leaders of the army and the guardians of the dead. Sometimes they adjuicate matters of justice. Those Swords that do not remain in the army, and do not directly serve an ecclesiastical position within a temple, often become Doomed Warriors, heading forth every day into Vustria, Safelster or Lalia every morning to kill and slay random enemies in the name of their god - and hopefully returning by dusk. These Doomed Warriors are immortalized and their bloody, awful profession has become glamorised as the Hero's Path. Most die fighting, not long after their inauguration as Swords.

A Sword must have a 90% skill in a Sword attack and any parry. In addition, he must have four more 90% skills chosen from among the following: any other sword attack, any other weapon attack, Battle, Conceal, Craft/armoring, First Aid, Orate, Ride, Scan, or Sense Assassin. He must also have at least a 25% skill in Ceremony. There must be room for a new Sword in the local cult, which is virtually always.

There are few restrictions on a Sword of Humakt not already detailed. He must never turn his back on a fair fight in a good cause and never break a sworn vow. He must donate 90% of his earnings and time to his temple or the Church Militant.

The new Sword must also take at least one more gift and its attendant geas upon himself. He may take as many gifts, with their geases, as he desires. He always has a place in any council of war. Humakt-worshiping soldiers will see that the Sword gets fed when on the march. The new Sword receives an iron blade, and iron armor, all provided for by the Church and the cult of St. Humakt. If these arms and equipment are lost, then the Sword must normally replace them himself according to the circumstances.

Swords are Humakt's chosen favorites. During life, they check for Divine Intervention on 1D10. Swords of Humakt also have access to reusable Rune magic. If they complete a simple HeroPath they have a chance to gain an allied spirit, either bound into their sword or into an awakened raven. Instead this can be abstracted as a POWx3.

All Swords are recognised as Knights and receive all associated benefits (in my House System, they receive the Advantages of Status 30pts and Military Ranking 120pts.).

Common divine magic: all
Special divine magic: Berserk*, Detect Truth, Morale, Oath, Sever Spirit*, Shield, Truesword, Turn Undead.

* Berserk and Sever Spirit should only be used after careful consideration on the part of the Sword.

VI. Special St. Humakti Rune Magic

Please refer to ToTRM#5 p.23 or Gods of Glorantha p.42-3 for a description of the spells of the religion.

VII. Special Humakti Skills

Please refer to ToTRM#5 p.22 or Gods of Glorantha p.41 for a description of Sense Assassin.

VIII. Sub-cults

Spirit of Reprisal
The cult has one universal spirit of reprisal and that is Humakt himself. The gifts of those who become apostate or do not live up to the codes of the cult are removed, while their geases remain. Any cultist who breaks one of his geases (even unwittingly), is cursed. When such an accursed individual picks up a weapon, it instantly shatters. Unless the transgressor's crime has been grave (such as assassinating a benefactor or participating in a massacre of innocents), the curse only affects that weapon type in which the criminal has the highest skill. In the worst incidents, the Angel of Death himself is summoned to execute the transgressor. Note that excommunciation from the cult of St. Humakt also usually involves excommunication from the Church.

Arroin
A son of St. Chalana, and a companion of Humakt's in the Godtime. Through his cult can be learnt the skill of First Aid, and it is seen as an act of great piety to sacrifice POW to him (though no material beneift is gained other than the satisfaction that Arroin has received your sacrifice).

Li Phanquan
This yellow-skinned warrior from Kralorela fought for the Empire of the Wyrm's Friends during its heyday. In a famous journey across the Wastes of Genert, he destroyed all the undead of the Wastes and wounded the chaos god Vivamort. Since his death and the end of the Empire, some unlife have returned to the Wastes, but his victory is still renowned. His cult teaches the spirit magic Detect Undead.

Makla Mann
This Sword defied his cult to accompany Arkat throughout the epic of the Chaos Wars. Cursed by his own cult hierarchy and hunted by Gbaji's evil assassins, he remained faithful to Arkat always. His name has become synonymous with the virtue of "loyalty" for many Humakti, and he is a famous hero known even in lands that do not worship his subcult.

MaklaMann was the King of the Otkorioni tribe in the First Age and was dedicated to Humath. He was responsible for the Lead Cross HeroQuests in the First Age.

Humakti in this subcult may not accept healing from a member of any cult that teaches a resurrection-type spell (such as Chalana Arroy), descirbed in ToTRM#5 p.25.

Houses of St. Humakt

The Houses were formed at the end of the First Age. Maklamann's strong Humathi connections led to a large number of Orlanthi dedicated to Humath. They began to form political and theological factions, which eventually became Houses. Most Humathi would belong to a House of Humath to gain support of their comrades. It was in the Second Age when the Houses became more prominent in power for when the Orlanthi of Otkorion were driven north into Lankst it was only the Houses that were left, left to live, keep the land and look after and protect the scant few remaining natives. When the Otkorioni returned, the Houses remained as powerful, traditional parts of the Otkorioni Humakti even with Henotheism appearing. Not all of the Houses that exist today stem from the original Houses of the First Age, many Houses have faded away and new ones sprung up in their place.

Many worshippers of St. Humakt are members of a House, with Humakti in the south virtually all being in Houses - House politics and rivalry is very strong and can even be the cause of violence. In the north Houses are still part of Humakti existence, but it is possible for Humakti not belonging to a particular sect to live reasonably happily. House rivalry and support is very important in Valantia. Here, if you are a member of a particular house, you will find yourself receiving better advancements and favours from other members of your House, while receiving nothing but hassle from rivals. Virtually all Swords throughout Otkorion are members of a House of St. Humakt.

This is a list and brief description of the Houses of St. Humakt, each has their own individual description on a separate part of my webpage:

    Dunfal

    The House of Death, which is what Dunfal means, is an ancient Valantian House. They are a group of crack killers and commandos who are dedicated utterly to ther path of St. Humakt. They are nearly the most fanatical Humakti in Ralios, trained from birth in the ways of weapons and Humakt, spending their entire lives in the duty of their liege. One of the Temporal Incarnations of St. Humakt heads the House. It is a House that cannot be joined unless you were a member from childhood.

    Durani Arawac

    A popular household. It's members are reknowned Undead Killers, initiated into special secrets to learn how to slay such evil abominations. The Durani Arawac are the main military force involved in containing the Salantia, and also make lightning raids into the Poldark against the Zorak Zorani Undead. All it's members are expected to respond to any demand by the House to work for them.

    The Dunmara

    This House exist solely to send its members on a difficult and ardious HeroQuest called the Dunmara HeroQuest. The lower members work for the benefit of the higher members so that they can go on the HeroQuest, with everyone hoping that one day they will be powerful enough themselves to do the Dunmara. The House can be quite selective.

    Gildune

    A House of St. Humakt that are privy to certain secret rituals to sever a Humakti's loyalties and dedicate them to the service of one particular liege. Membership is quite high in the north of Otkorion.

    Votaries of St. Talesse

    St. Talesse is a very fanatical St. Humakti. She not only believed in all of the principles of St. Humakt but forced them on others. Her House members are considered to be rabidly fanatical, and they are known enemies of all other cults! With the coming of Henotheism their fanaticism has lowered slightly, but this does not say much.

    Ruam Clis

    One of the larger Houses of St. Humakt. They are known supporters of Humakti Independence away from the Church of Henotheism. Joining this large body of Humakti means support from all quarters as many individuals of importance are members of this house, including the Death Blade, Leader of the Church Militant and Temporal Incarnation of St. Humakt!

    The Cearnlinthor

    Another one of the large and more powerful Houses of St. Humakt, and a main opponent of the Ruam Clis. Joining the Cearnlinthor has basically the same benefits as the Ruam Clis, political and social aid.

    The Wapensal

    A small, but influential, House of St. Humakt. Their Swords know how to create magical swords of Darkness and Cold. The House supports the Chuch of Henotheism, which unfortunately lead to powerful hostility from Valantian Houses of Humakt causing the Wapensal to lose influence in that area.

    The Order of the Blade

    The Order was a House contructed by, designed to aid, the Church of Henotheism, much to the consternation of Humakti, and Houses like the Ruam Clis. The Order has become very popular among pre-Henotheists. Joining it is seen as a sign of excellence, and with more and more Swords joining its ranks, the Church gains more and more power over the cult of St. Humakt.

IX. Associated Cults

St. Orlanth
Teaches Thunderbolt.

St. Eurmal
Teaches Become Raven to the Angel of Death, a trick he learnt on the Lightbringer's Quest after defeating the Valkaro Beast.

X. Gifts and Geases

Gift: +5% to attack with cult weapon
Geas: never use one type of non-cult weapon

Gift: +20% in a cult-related skill (includes Conceal, Craft/armoring, Sense Assassin, First Aid, Orate, Ride, & Scan).
Geas: remain silent one specified day per week (including casting spells).

Gift: Increase a raisable characteristic by one point
Geas: pay double tithing each holy day (a character taking this geas twice would pay triple tithing, and so forth, increasing each time this geas is received

Gift: Increase a raisable or non-raisable characteristic by one point
Geas: sacrifice 1 POW to Humakt each year

Gift: Increase the armor points of a specific weapon by 50%
Geas: never lie

Gift: Increase armor points of a given piece of armour by 50%.
Geas: Use no shield

Gift: Begin a Sense Assassin skill at 30% plus Perception modifier. If you already have Sense Assassin, add +30% to your skill.
Geas: never participate in an ambush

Gift: Begin a Sense Assassin skill at 50% plus Perception modifier. If you already have Sense Assassin, add +50% to your skill.
Geas: mistrust all non-Humakti

Gift: +1 to effective CON against poison or disease.
Geas: eat no meat on Death week

Gift: +4 to effective CON vs. poison or disease. A man with CON 12 would get a CON of 16 for resisting poison, and his CON x5 roll for avoiding disease would be 80%.
Geas: never use poison

Gift: Gain ability to Detect Undead as per the spell by simply concentrating, at no point cost
Geas: use no non-cult magic spells of any kind (i.e., cast only divine & spirit magic taught by Humakt).

Gift: Your blows do +1 damage against a single chosen species.
Geas: Mistrust all members of that species.

Gift: Bless a specific weapon to do double damage (once armor is penetrated) against a chosen foe species.
Geas: Accept no sorcerous heal spells.

Gift: Bless a specific weapon to do double damage (once armor is penetrated).
Geas: accept no magical healing at all

Gift: Bless a specific weapon to do double damage (once armor is penetrated) upon striking a specified hit location.
Geas: wear no armor over a specified hit location (not necessarily the same one)

Gift: Recover fatigue at double normal speed.
Geas: drink no alcoholic beverages

Gift: Recover fatigue at double normal rate
Geas: Ride no animals

Gift: Recover magic points at double normal speed.
Geas: never refuse a challenge to one-on-one combat.

Gift: Recover magic points at double normal rate
Geas: Use no non-cult spirit magic or non-caste sorcery

The following gifts and geases are limited to select Swords and favoured initiates. Others exist, some accessible via HeroQuest:

Gift: remain a ghost after death to eternally guard a Humakti holy object or site.
Geas: remain a ghost after death to eternally guard a Humakti holy object or site.

Gift:Immune to damage from all except Special and Critical hits. Magic damage, or damage that otherwise ignores armor, has its normal effect.
Geas: None of your wounds ever heal. First Aid or healing spells can stop bleeding or recover from incapacitation, but the damage remains. This gift is generally only taken when you're about to go on a final rampage.

Gift: Immune to all magic, unless the caster overcomes the Humakti's MPs with a Special or Critical result. Includes beneficial spells, such as Healing.
Geas: Never cast any spells.

Gift: The weapon of your choice ignores all armor.
Geas: You may not wear armor of any kind, including magic armor like Protection spells.
or
Geas: Never parry.

NOTES: "non-cult weapon types" consist of the following ten categories: All Axes, All Flails, All Hammers, All Maces and Mauls, All Shields, All Spears, All Tools, Natural Weapons, All Projectile Weapons, and All Thrown Weapons except for Thrown Dagger.

X. Notes

Swordspeech
This is the cult language. It is used by the Cultists to discuss battle and military matter. If a cultist used Swordspeech to discuss battle plans, or sword technique, or martial arts, they would find it very easy. It can be used to discuss specific cult matters - and many Humakti myths are written in Swordspeech. If, however, you attempted to use it to bargain for anything other than weapons you would have a hard time, although it wouldn't be impossible.

Secret Sects Within St. Humakt

Not only are there are Houses of St. Humakt, there are also secret ssects working within the greater body for their own aims. A description of one or two of these sects will be described at a later date, but I do use the cult of Jalmar as one of these sects, infiltrating the city of Fiesive.