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The Cult Of Yanafal Tarnils



I. Mythos and History

Yanafal was the son of the satrap of Yuthuppa, Terrion Tarnils, in 112,174 YS during the reign of Emperor Vinyartyu. The Tarnils family were all members of the Menitti Household, an ancestral cult that worshipped their founder, the Ram God. His father was a noble, regal man, who overcame his innate Carmanian flaws and ruled fairly over Yuthuppa, much to the annoyance of Shah Cartavar. Later, in the Second Wane, Terrion was proven to have ancestry of noble Dara Happans coarsing through his veins. Yanafal became his favourite son, and joined the cult of the Death God early at the tender age of eleven, becoming a famous Hazari at only the age of thirteen. He even fought alongside his brothers and uncles at the Ford of Catarezai against the Headless Ones when he was only fourteen. However, when Bisoshan attempted the Ten Tests to become Emperor, Bisoshan's father (the Shah) grew angry. Terrion backed this injustice, claiming that Bisoshan was unfit to rule properly. This, at first, gave him the ear of Cartavar, but when Bisoshan suceeded and prospered, Terrion was deemed a heretic. He was imprisoned and finally mutilated and executed on a cold morning of 112,189 when Yanafal was merely fifteen years old. His family were forced into exile, and Yanafal fled with his mother, three aunts, six sisters and older brother. This also plunged Yuthuppa into the hands of a new Satrap who was nowhere nearly as kind to the native Dara Happans.

The people of Yuthuppa still revered Yanafal and his family for all of their acts and virtues. Through a network of contacts, his older brother managed to influence much of Yuthuppan politics. Yet, both he and his younger kin yearned to return to what was rightly theirs. A great uprising was planned, but it was discovered and the Satrap readied his militia for the attack. When it came, Yanafal's brother died, leaving him to lead his family and people. Eventually, Yanafal came into contact with the Sedenyic Uprising and comprised one seventh of the company that later became famous as the Seven Mothers. He provided the power of Death, the uncaring Sword. Backed by the people of Yuthuppa, he passed unseen through the Dara Happan Empire and managed to summon great allies to his side. In his personal hrythgar numbered Humakti from the Southern Lands, the darkened worshippers of the Black Lord, Shargashi renegades and members of many mystery cults.

Finally, he led the New Moon Heretics against Shah Bisodakar, slaying many. In Torang of Rinliddi he convened with the other Seven Mothers and reintegrated all of the parts of the Red Goddess. In a blast of Moonlight, Rufelza came once more. He fought at her side and led the mainstream army that was labelled, at first, the Moon Hordes by the Carmanians, but later changed their name to the Red Army when they finally established supremacy over Dara Happa. He also led the first talks with Yelmgatha, before standing aside for his goddess. His name as the "Ram and Warrior" became known throughout the Empire, as his HeroQuets lead him to become the personal apostle of his patron Menitti, the Ram Lord. Ever since, Yanafali Generals have all worn helmets with rams horns atop them.

At the Battle of Four Arrows of Light in 112,202 he summoned forth his own god, the Lord of the Hazar Caste of Carmania. They stood facing each other in a realm where the Mundane touched the Transmundane, where the world of gods and mortal men entwined, high above the battlefield. His god admitted freely that the Carmanian new rule was unjust and immoral, but was bound to obey his lord Carmanos, and so therefore so was Yanafal. Yanafal refused. His god called upon old bonds and oaths to hold Yanafal to. Yanafal demanded to be released from them, for the injustices he had suffered. His god refused. Yanafal chose the right to combat. His god agreed. In the ensuing battle he devastated the lands about him (and that is why the battlefield is a pligrimage to his worshippers) and was defeated by his god. Yet Yanafal defied his previous role and returned, when he was slain he came forth once more and eventually defeated his god. He was freed from his honour oaths, his bloodbonds and his past life. He had revenged his family and himself and brought a new rule to the face of Glorantha.

In 112,228 he and four of the other Seven Mothers had the mantle of the Empire passed to their care when Rufelza set off to the Lands of Provaria and beyond. Yanafal organzied the echelons of his Army and set up a new rule in his birthplace. During this time, however, he followed in the footsteps of his compatriots and managed to gain great personal power, his Hero Cult quickly becoming the focus for the Lunar Army. With the spiritual backing of the entire of the Imperial Forces, he quickly attained great, almighty power. He fought in the Castle of Battle Blue and defeated three major foes, wounding Orlantus and his weapon, Mahaquata. He ascended to the Red Moon alongside his mistress, and was given the Sword Palace as his own. He is also responsible for the Full Moon Corps whom are comprised of heroes and demigods all owing allegiance to the Iron Lord himself.

Since then, Yanafal Tanrils' cult has grown to even greater extremes, you can pass nowhere in the Lunar Empire without seeing his military influence. His integration with the Carmanian Hazari, the Dara Happan Legions and even replacing the war gods of the barbarians are all testimony to his power. His cult has absorbed scores of mystery death cults, taking them into the all encompassing bosom of the Death God. His cult has played a major role in every single Lunar battle since the start of the First Wane.

Ressurection is offered immediatley to most major members of the cult and is accessible via the cult of the Seven Mothers to other members. Yanafal Tarnils sees Death as merely a transitionary state, and unlike his previous master it is seen as one that can alter as often as liked. All worshippers are given a place in the Moon Legion upon their death, all Rune Lords are served positions in the Sword Palace and the greatest are recruited into the Full Moon Corps. Many Yanafali choose to retire later in life, joining other less violent and dangerous cults wherein their previous past and honours in the cult of Yanafal are remembered and honoured. Such people earn themselves more pleasant, sedate afterlives. Bodies are buried with whatever local customs deemed neccessary, otherwise it is a customary Lunar burial with the full military honours of seven Moonspears being cast in a circle around the mourners to signify the unfortunate death.

The Runes he is connected with, in those lands that utilize them, are Death, Truth and Moon.

II. Cult Ecology

The Cult of the Ram and Warrior is the backbone and basis of the Lunar Army in all of it's forms. All members of the Lunar Army are at least lay members, and you must be a member of this cult to advance as an officer. Not all members of the cult are in the Red Army, but most are. Those who aren't are decomissioned officers, on extended leave etc... they function usually on the edge of the Empire. Many worshippers manage to land cushy non-combatant positions as things like Military Recruiters in the schools of Dara Happa, drawing upon the creme de la creme of the Lunar Youth Movement.

The cult functions with excellent relations to all other Lunar cults. Officially it has subsumed within it's domain the cults of Shargash, Humact, Zorak Zoran and all other war cults within the length and breadth of the Lunar Empire, but a large amount of friction occurs in most places where the Red Army does not comprise the main military force of the area. Yanafal Tarnils has absolutely no control over the cult of Jakaleel and her Black Hordes -- these function apart from the Red Army, and are as such disdained by all officers as dangerous wild cards that enter into situations that are none of their concern. All Phalanxes have excellent relations with the cult. The cult of Humakt (in all of it's forms) are treated with respect for their principles and honourable methods. There is little friction between the two. The cult has absorbed into it's bosom a myriad of minor death cults, war sects and Hero cults. It represents them all as sub-cults in their appropiate regional areas. The sheer amount of mystery cults means that the Yanafali cult in one area may be vastly different to one on the other side of the Empire, yet a certain measure of uniformity is maintained.

Cult Holy Days are Wilday of Death Week, with the High Holy Day in Dark Season. The cult often alters it's holy days to meet the needs of local cults with which Yanafal deals with. Important ceremonies include the defeat of the Death God, the Ressurection of Yanafal and the defeat of the Ram Lord (a common Quest among the officer corps, in which the successor earns a set of golden ram horns).

III. The Cult In The World

The cult rules the Red Army and is worshipped in all Lunar lands and allied states. Most temples within the boundrary of the Empire are either stationary minor temples or else are mobile major temples that follow the army groups around. Devices known as MoonRods can boost the spiritual might of the Yanafali troops to gain greater access to their god. Shrines are found throughout client states.

All temples are ordained by a ruling Iron Lord, who may have served in the Red Army but is never currently part of it -- it is deemed unsuitable for a religious leader to have other ties that may conflict with his spiritual following. The cult has good relations with all other Lunar cults, creating a high sense of community.

Shrines teach Truesword.

Lay Membership

This state is assigned mainly to members of the Red Army who have no connection, or wish to advance into, the ranks of the officers. It is also assigned on a permanent basis to Moon Lords of the Red Emperor, and as honourary positions to the greatest members of the Lunar Youth Movement, who are rewarded for their devotion to the Lunar Empire.

It can be gained by becoming a member of the Red Army, which will cost the member 25L per season from their wages unless they join as an initiate (always an incentive). It can be awarded on permanent basis by any High Priest.

V. Initiate

Mainly the only people who join this level of the cult are members of the Red Army aiming to become officers. To join the cult the following simple requirements must be met, with they undergo routine training (usually taking a year) in a Phalanx or their ilk and then join the Red Army, or if they do not then they must pass a successful skill test in Scimitar Attack and make a successful POWx3 to demonstrate their devotion to the Lunar Path. At the end they must sacrifice one point of POW to the god and are members. A canidate may attempt once per season.

A member who is in the Red Army must sacrifice 6/7th of their time to the cult and the army and receive income accordingly. They also receive 200 hours of free training in all cult related skills, as well as in DEX, STR or CON training if so wished, and more at half price..

A member who is not an army member must dedicate 1/7th of time and income to the cult and gains none of the benefits above. They have no military ranking or respect, but usually receive it from fellow worshippers.

All worshippers must select one gift and it's geas. All Illuminates are expected to abide by these geases unless ordained in a mystery cult that is proficient in Illumination teachings capable of turning the Illuminate away from Gbajism (i.e. the Red Goddess, Rashorana etc..). They have normal initiate capabilities.

Spirit Magic: Bladesharp, Coordination, Demoralize(2), Detect Enemies, Disrupt, Heal, Moonfireblade(4), Parry, Protection, Repair, Strenghth, Vigour.

Sorcery: Attract [Missles], Bless Sword, Bless Shield, Boost [Armour, Damage, STR, CON, DEX, Attack Modifier, Parry Modifier], Dominate Cult Spirit, Dominate Ram, Haste, Sense Life, Treat Wounds.

VI. Acolytes

Boarded at all temples, they are not normally rank and file Red Army members, although sorcerours Monitors are capable of attaining this position. In stationary temples, acolytes are the main constituents and aid in most religious capacities. They are the ecclesiastical functionaries, serving in the position normally held by a Priest, acting as arhcivists, preachers and teachers. They are rarely warriors foremost, but are by no means easy to defeat in a fight. They are often known as Horns, Rams, Daggers or Hilts of Yanafal.

An acolyte must have the following skills at at least 50%; Scimitar Attack, Read/Write (local language), First Aid and Orate. If they do not have at least 40% ceremony then they are trained up to this level. They must have at least 5 points of Rune Magic and a POW of 10+. The canidate must donate 1000L to the temple. All Illuminated canidates are expected to lead others in their ceremonies. They must select another gift and geas. They may gain access to an allied spirit if they complete a certain HeroQuest Path.

All acolytes must devote 4/7th of their time and income to the cult. They have access to re-usuable Rune Magic. They are granted the honourary rank of being a Commisioned Officer, even though it will be at the lowest rank.

VII. Iron Lords (Rune Lords)

An Iron Lord, or Iron Sword, of Yanafal Tarnils are the Rune Levels of the cult. They are both priests and rune lords of their cult and emobdy the teachings of Yanafal upon Glorantha.

They often hold this position in tandem with other high ranking military positions, are normally members of Moonson Imperator or Polaris, and are respected throughout the Empire. They must have at least 90% in Scimitar Attack and any parry, and must have 90% or more in any four of the following skills; any other sword attack, any other attack, conceal, craft/armouring, first aid, orate, ride, scan, sense assassin or Illumination. They must have a ceremony skill of at least 25%.

All Iron Lords must select at least one more gift and geas, and may select more if they so wish. They gain access to reusuable Rune Magic, 1d10 Divine Intervention, and receive either enchanted iron or enchanted silver equipment, weapons and armour. They must devote 6/7th of their time and income, whether they are in the Army or not. Rune Lords are expected to teach and lead their people in battles and religious teachings. All Iron Lords are required to lead battlions into battle.

All Iron Lords must face enemies with honour and never retreat except when ordered to by a higher officer. They can gain an allied spirit as per the normal rules, and can bind their spirits into either their sword, a piece of armour or an awakened Ram. Certain members have been known to bind their spirits into birds, but this is a rare occasion. All Iron Lords must possess a ceremonial helm with rams horns attatched.

Common Rune Magic: All.
Special Rune Magic: Beserk (2), Detect Truth, Enchant Iron, Enchant Silver, Morale, Oath(2), Sever Spirit(3), Shield, Truesword.

VIII. Special Yanafali Spirit Magic

Parry
variable
Ranged, temporal, passive
This spell adds 5%/point to the parry of whatever to is cast upon. It also adds 1 AP to the weapon per point of the spell, that protects the user against incoming damage but not the weapon from being damaged.

Moonfireblade
4 points
touch, temporal, passive

This spell is the same as Fireblade except is subject to the phase of the Moon. This creates increases and decreases in duration and damage caused, as per the effects of cyclical Rune Magic in GoG p.67. The fire it gives off is a cool, shimmering red flame.

IX. Special Yanafali Rune Magic

This is all described in TotRM #5 or Gods of Glorantha under Humakt. The only exception is that Sever Spirit is a one-use spell. Also, all magic is subject to the cyclic effect of the moon, as described on p.67 in GoG.

Sense Assassin is also described in the above sources.

X. Sub-cults

Spirit Of Reprisal
The Spirit of Reprisal for Yanafal is the Ram's Revenge, an enormous spirit that descends on all those who dare to defy the cults strictures. It appears visible on all planes, and appears to be an enormous golden ram that is semi-translucent. It then attacks the apostate in spirit combat. It has a POW of only 19 and a fixed INT of 6, but is immune to all forms of magical attack and defense. No other being can particpate in the combat. If it defeats the apostate then it removes all of their gifts and demands that if the cultist has any item that belongs to the cult it be returned. If the cultist agrees they are bound to this agreement by a 40 point Oath. If they disagree, the Ram possesses them and then heads towards the nearest temple to return the items, leaving the apostate when the items are returned. No matter what, when the spirit leaves the cultist, they are left with an irremovable mark on their forehead in the shape of a ram's hoof.

For lesser transgressions the cultist is normally fined, imprisoned or given extra duties, such as scrubbing the horses or cleaning the barrack latrines.

Menitti
Those who are members of Yanafal's Cult in Carmania and are connected to Tarnil's lineage also worship Yanafal in the function of an ancestor cult. His worshippers have an additional cult position of initiate whereby you can join the cult without having to join the military branch, and only worship Yanafal as the greatest hero of the family. This process is virtually identical to normal ancestor worship except instead of a shaman leading the ceremonies, it is an Iron Lord. Iron Lord's who wish to join this sub-cult must also be members of Tarnil's family, or undergo the appropiate adoption rites. They gain access to the following Ancestor Rune Spells: Axis Mundi, Free Ghost, Gift Power, Gift Spell, Incarnate Ancestor, Summon Ancestor.

The Scarlet Warlord
Iveki, the Scarlet Warlord, was a grand warrior who was part of the contigent that followed Yanafal. To prove himself to his Lord and Lady, he went to Castle Blue to fight against their enemies there. He was reputed to die many times and return, a power that he can grant to his followers. To join his sub-cult, and gain access to his mageic, one need only prove themselves to the Examiners -- this can be represented by a successful Ceremony roll, or else the GM may actually create his own questions and answers for the player to do.

Reincarnation
4 points

ritual ceremony, duration one day, stackable, one-use
This spell allows the character to return from the dead! Once cast the user will be able to return back once for every casting of the spell used. If killed he/she will return 1d6 rounds later in a column of coalescing red light 1d10m away in a random direction. He/she will appear as before, in whatever quipment they had when the ritual was cast with whatever statistics they had when the rite was cast. What is left of their previous body will quickly decay, along with any equipment duplicated by the spell. The spell will fade after 24 hours, disallowing the caster to wander around with many castings of it at one time.

The Caer Carrumual
This is an example of one of the many mystery cults that have become part of Yanafal Tarnils.

The Caer Carrumual is an ancient Orlanthi cult that worshipped the spirits of those who died violently and drew their hate, rage and pain away from them, saving the dead souls from agony and instilling the worshippers with this energy for use against their foes. It was founded in Bilini by a group of early Second Age Kolati, and the cult periodically gained more power than the weakened Humakti cult. The main hero of the cult was a Shaman known as Crae Deverin, who instigated ritual worship of the angry dead. When the Lunar Empire came to power, Yanafal absorbed the cult. He proved to the worshippers that Crae's dead soul had bestowed his blessings upon the Lunar Way, and thusly all the worshippers became joint worshippers of Yanafal Tarnils.

In contemporary times the cult is still worshipped by the Tarnils cult in the area of Bilini and Talastar. To join the canidate must have demonstrated an aggresive and violent nature, and must have gone Beserk at least once before. They must then pass tests in Sword Attack, Ceremony and POWx3. They may join in the rituals, led by an associated shaman of the cult. The ritual fills the cultist with all negative and evil emotions, and starts to alter their temperament. They gain a new skill, Beserking. This has no category.

Beserking
Base 05%

This poweful skill draws upon the emotions gained by the rituals of the sub-cult. When used the character goes uncontrollably beserk, but the skill can only be used a maximum of once per encounter. The character has double attack percentages, but must forfeit all parries and dodges, and cannot cast any magic that does not relate to killing and violence. They will attack a random person, whether they be friend or foe, big or small or armed to the teeth. After fifteen minutes the skill ends, and the character collapses, reduced to -100fp. The skill is cumulative with other spells such as fanaticism and beserk, but if used with beserk then the system shock of exhaustion may kill the character when the spell ends. The chance of surviving is CONx3.

XI. Associated Cults

Phalanxes
Yanafal's cult is connected to all the Phalanxes. Initiation into thr Phalanxes is automatically accepted, and their advancement through the Phalanx is normally greatly accelerated.

Seven Mothers
The Seven Mothers provide Command Lune, Mindblast, Reflection and Regrow Limb.

XII. Gifts and Geases

GiftsGeases
+5% to any cult weapon attackNever use one type of non-cult weapon
+20% to a cult related skillRemain silent 1 day/week
Increase raisable characteristic by oneDonate 100L/week to a Teelo Norri Fund
Increase a non-raisable characteristic by oneSacrifice one POW/year to Yanafal
Increase weapon AP's by 50%Never lie
Gain Sense Assassin SkillNever ambush
All spirit magic becomes cyclicalNever use non-cult spirit magic
Bless weapon to do x2 damage to a specific foeAccept no spirit magic Heal
Bless weapon to do x2 damageNever accept magical healing
Bless weapon to do x2 damage to a certain locationWear no armour over specific area
Gain re-usable access to Sever SpiritDo not heal naturally and cannot be ressurected
Recover fp's at double normal rateNever drink alcohol
Recover mp's at double normal rateNever refuse a challenge to one-on-one combat
+4 effective CON versus poison or diseaseNever use poison
Gain random chaos featureNever participate in unprovoked assaults on Chaos
One weapon of choice becomes UnbreakableChallenge all Humakti to one-on-one combat
Gain half price admission to Ulerian templesBecome infertile
Gain 1d6% Illumination skillSpend an hour every evening in prayer to Rufelza without fail
Bless weapon to do x2 damage to Air CultistsKill all militant Orlanthi not pledged to the Lunar Path

This is only a small sample of gifts and geases, the sheer size of the cult and the flexibility with which it exercises it's strictures means that gifts and geases vary widely. For instance, in border temples there is no way in which you can gain a chaos feature, whereas it is relatively commonplace in Glamour or Dorastor. Vast amounts of other gifts and geases exist, such as "Gain access to Sunspear, but must dedicate 10% of time and income to the cult of Yelm" which is known in cities such as Raibanth. Gamesmasters may freely include or exclude whichever gifts and geases they desire.

You may also wish to refer to Peter Michael's Hearts of Humakt Page for more useful information.

XII. Notes

The Mark of Yanafal Tarnils
All who worship Yanafal have one notable ability that is innate to their membership within the cult, their sword always shines and never tarnishes. All swords they possess will appear to be well polished. Swords are always well tended by worshippers, and are often ornated, engraved or enchanted as well possessing names and sometimes their own bound spirits. Many worshippers consider the sword to merely be an extension of their own soul, and their own soul to be merely an extension of their lord, Yanafal Tarnils.

Humakt and Yanafal Tarnils
There is no hatred between the cult of Humakt and Yanafal Tarnils. If a worshipper of one leaves to join the other, they are said to have "Taken the other sword" and, as long as they committed no other heresy, will face no retribution. The cults do not work in unison, however, and almost never liason. In the Lunar Empire Humakti shrines exist as well as Yanafal Tarnils. In Sartar, the hatred Humakti have for the Lunarians is apparent, but is due to their Orlanthi heritage, not their cult affiliations.