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

The Wapensal


The Wapensal used to be a Humathi sub-cult in the Second Age, before the God Learners came. They were members of Arkat's Dark Empire, and acted as bodyguards for Uz representatives then they came to collect tax and tithing from the Korioni lands. They learnt, from Karrg's Sons they shared secrets with, how to forge weapons from the cold and darkness of the world. These weapons took one season to make, and were devastating to use.

For a long time, almost four centuries, they stayed as a sub-cult of Humakt, not an actual House. However, near the end of the Second Age, after the Otkorioni had fled north into Lankst, leaving behind a few Humathi temples, a Sword appeared called Hrothgar Blacksword. He took power and control of the sub-cult. Hrothgar was a political activist, and next in line to inherit ownership of Adalam, a large temple to Humath in Valantia. His aim was to annex large portions of the Polark forest from the trolls to reclaim them for the Otkorioni. Seeking support in his scheme he vied for help from other Swords - to aid in his plan he changed the structure of the Wapensal. He declared it to now be a House of Humath, only Swords could join and, not only learn the secrets of great sword making, but also gain support from the other members of the House. Soon Hrothgar and the Wapensal exerted great political influence - the wearing of a Drakthmar blade brought great respect. While Hrothgar never accomplished his plan, his House and temple still remain to the present day as quite a powerful force.

This house of Humath went where the wind blew. They supported the re-integration of the cult of Humakt back into the Orlanthi pantheon when the Otkorioni returned from Lankst in the early portions of the Third Age. They acted as bodyguards for Family Heads when certain miscreant Humathi tried to assassinate them. Fortunately they secured themselves a position of power and as the influence of the Orlanthi grew, so did that of the Wapensal. So, even though the Wapensal's membership was limited to Swords, it did mean that they still exerted great influence over their surroundings.

Nowadays, the Wapensal still have influence over Adalam, the temple in Valantia. However, because of problems with other Houses of St. Humakt, especially for their open support for the integration of Humakt into the Henotheistic Church, the centre of their power has relocated to eastern Otkorion to a town called Byspyn.

Organisation and Composition

There is a single Head of House, currently Shyle Barasdotter. This Head of House is voted into their position by all the other members of the House. It is their political agenda that is adhered to, which for Shyle currently consists of converting Surkorion and southern Lankst to Henotheism and St. Humakt. The Archbishop, of course, finds this most welcoming.

Beneath the Head of House are all of the other Swords. Each has equal rank. All must vow to ally themselves to the will of the Head of the House, for the political aims of the Head of the House are for the good of the House as a whole. A Sword who does not keep to their vows are thrown out of the house, their swords removed from them and in some cases, the House uses its influence to have them excommunicated.

If the Swords wish, they may pass a vote of no confidence in the House Head, and a new Sword is voted in. It takes 60% of the members to pass such a vote. The vote is, obviously held in secret.

All of the Swords meet twice a year. Once at the start of Fire Season and once at the end of Storm Season. They meet at Byspyn. The first order of all meetings is a vote of no confidence to see if the Head of the House should remain. If still in office, as is normally the case, the Head of the House explains the current political situation and the Head of the House then gives the Swords their orders for the next few seasons. A friendly weapons contest and fruit juice drinking session is held afterwards.

There are 67 Swords in the House at the moment. To join one must be a Sword. They must have one other member of the Wapensal in their favour to put them forwards as a candidate. If any member wishes them not to join, the whole House must vote on whether to allow them in or not by holding a secret ballot. Obviously, as most people have no idea about the candidate and his worth, they abstain from voting. The Head of House can always over-rule this vote. This vote for new members, however, is always made before the vote of no confidence, if the Head is removed from power directly afterwards then the ballot still stands, so if the House votes against a member the Head of House is placing their position on the line by over-ruling their decision.

The benefits to joining the Wapensal is access to special House magics and an increase in Status (add 15 pts to the Status advantage), as well as some modicum of influence. The downsides are that if you join you must adhere to the agenda set by the Head of House, and also gain the enmity of the Houses of Ruam Clis and Cearnlinthor. This enmity is not displayed violently, but these Houses will seek to prevent the Sword from increasing their influence or status within the cult.

Cult members may sacrifice for the spell Create Drakthmar.

Create Drakthmar
5 points

ritual (enchant), one-use
This spell creates a magical sword formed from Cold and Darkness itself. It takes a season to make and requires solitude within a room in a temple to St. Humakt. A lot of the rite is carried out in total Darkness.

Ant type of sword can be made, and once cast the Sword may choose to move their allied spirit and all blessings and gifts from one blade to another. To create it requires both an enchant roll and a craft/armouring roll. Many Swords have Boost Knowledge cast upon them by a sorceror before attempting the creation to ensure success.

The Drakthmar is pitch black and inflicts 1d4 pts. of cold damage to all who hold it other than the Sword who made it. The Sword inflicts a Fear spell every time it strikes. It cannot have Fireblade or other such spells cast upon it, and inflicts no damage to Dehori and Shades. The Fear attack does not work upon trolls (although they still take damage for holding it).