(Message rqd:23) Return-Path:Received: from Holland.Sun.COM (sunnl) by homeland.Holland.Sun.COM (4.1/SMI-4.1) id AA00831; Sat, 24 Jul 93 17:16:54 +0200 Received: from glorantha.Holland.Sun.COM by Holland.Sun.COM (4.1/SMI-4.1e) id AA24924; Sat, 24 Jul 93 17:16:27 +0200 Received: by glorantha.Holland.Sun.COM (4.1/SMI-4.1) id AA14643; Sat, 24 Jul 93 17:15:07 +0200 Date: Sat, 24 Jul 93 17:15:07 +0200 Message-Id: <9307241515.AA14643@glorantha.Holland.Sun.COM> From: RuneQuest-Request@Glorantha.Holland.Sun.COM (RQ Digest Maintainer) To: RuneQuest@Glorantha.Holland.Sun.COM (Daily automated RQ-Digest) Subject: RuneQuest Daily, Sat, 24 Jul 1993, part 1 Reply-To: RuneQuest@Glorantha.Holland.Sun.COM (RuneQuest Daily) Sender: RuneQuest-Request@Glorantha.Holland.Sun.COM Precedence: junk Status: O The RuneQuest Daily and RuneQuest Digest deal with the subjects of Avalon Hill's RPG and Greg Stafford's world of Glorantha. Send submissions and followup to "RuneQuest@Glorantha.Holland.Sun.COM", they will automatically be included in a next issue. Try to change the Subject: line from the default Re: RuneQuest Daily... on replying. Selected articles may also appear in a regular Digest. If you want to submit articles to the Digest only, contact the editor at RuneQuest-Digest-Editor@Glorantha.Holland.Sun.COM. Send enquiries and Subscription Requests to the editor: RuneQuest-Request@Glorantha.Holland.Sun.COM (Henk Langeveld) --------------------- From: f6ri@midway.uchicago.edu (charles gregory fried) Subject: A cult for y'all Message-ID: Date: 23 Jul 93 21:58:43 GMT X-RQ-ID: 1320 Greg Fried here. Since the RQD has been a little sparse lately, I thought I'd send in a cult from my campaign. Comments are welcome. You'll note that the geases at the end have not been assigned random values yet -- too much of a chore. I'd welcome further suggestions on geases appropriate to the cult. I'm curious if people think this cult succeeds as an example of a Storm god who manages to keep some of his own stormishness in check, or if the whole thing is just a hopeless contradiction in terms! Here it is: EZROTH, Father of Islands (by Gregory Fried) I. MYTHOS AND HISTORY A. BEFORE TIME Before the Great Darkness, the god Ezroth, son of Sea Crone and Father Storm, roamed the outer seas and was lord of the great ocean storms. He was wild and proud, and fabulously strong, seeking out adventure and glory, and he traveled across the broad seas with his companion Lanas. Ezroth learned lessons of honor from his mother, and forswore the violent cruelty and reckless deceit of some of his stormish brethren; he flexed his strength far out in the outer oceans. Ezroth loved to challenge other gods, especially those of Storm and Sky, to tests of strength and courage. He once defeated a race of mighty sea tritons in a contest of strength, for even they could not resist the surge of his swells, and in their defeat they swore him love and fealty. But in his wanderings, Ezroth fell in love with Aethellin, a coastal daughter of Ernalda the Earth Mother. Ezroth had fought with Zathur, a brutal god of Darkness, who, for a time, wielded the power of Death. Ezroth had fougt with Zathur in the Darkness of Deep Water, far away from where his greatest strengh resided, on the surface. Zathur cut him down and left him for dead. Badly wounded, Ezroth washed up upon the shores of Aethellin. She healed and tended him. During this time of convalescence, Ezroth warred with Aethellin's Earthen pride; he had avoided Land in his venturings, and could not understand her solid calm and seeming aloofness. Aethellin warred with Ezroth's Stormish wildness and insolence; she had always been content with her belonging to her Land, and could not understand his impetuous wanderlust and bravado. But then both struggled with their own natures; and then they discovered their love for one another. They longed now for an honorable union. Finally healed, Ezroth put aside his storms and traveled alone to the halls of Ernalda, the great Earth Mother, to win her blessing. But Ernalda refused their union, berating Ezroth for thoughtlessly beating her shores with surging waves and storms. "But go in peace," said Ernalda. "For the love you bear for my daughter does me honor." Respecting Ernalda's wishes, Ezroth departed from her halls, returning to the broad expanse of the outer Ocean. But Aethellin kept contact with him through his companion Lanas, god of the traveling ocean waves, though Ezroth would not dishonor her by coming to her without her mother's blessing. In Ezroth's absence, the Sun had gained Ernalda's permission to court Aethellin, and he sent her many gifts. During the Chaos Wars, Lanas brought Ezroth terrible word: the chaos god Uralog, the Mouth of the Deep, together with a legion of undead terrors, was swallowing up huge tracts of the Earth Mother's lands. The Sun, Aethellin's suitor, had failed her, and many others, for he had been killed and dispatched to Hell. (Like many other gods, Ezroth had witnessed the Sun's demise, and he gathered up a flaming spear that the Sun dropped in his deathly fall from the Sky.) Aethellin was in dire need. Ezroth rushed with his tritons to find Aethellin on the verge of being sucked down Uralog's maw. The tritons engaged the forces of Uralog. In one arm, Ezroth grabbed Aethellin and held her above the waves, with the other, he seized Uralog, snapped the swirling gullet that descended down to Chaos, and flung the maimed god out into the outer oceans. But no longer could Ezroth move without submerging Aethellin. So he gave up his storming wildness completely, the union was blessed by Ernalda, and the Married Ones became the gods of all islands. Their first child was Varla, goddess of the ocean squall, a daughter who inherited her father's sudden fury and her mother's protectiveness. Their second child was Maraben, whom Varla raised. A sickly, solitary child, he left the body of his mother, Aethellin Island, only to return later with skills and knowledge critical to the livelihood of the people of the Island during the agonies of the Chaos Wars, as well as the diplomatic and political skills needed to unite and organize them. B. SINCE TIME BEGAN Ezroth continues to hold up Aethellin, and by doing so, the worship of the pair has spread to many islands, not merely their own land. During the Dawn Ages, Ezroth and Aethellin gave over rule of Aethellin's Island to their daughter Varla and son Maraben. C. LIFE AFTER DEATH The worshippers of Ezroth are promised a place at his side supporting Aethellin, if they are properly buried at sea. Ezroth can make no such promise for those who perish beyond his reach. Katak the dolphin-friend escorts the souls of the dead to Ezroth, if they were pious in life, and prevents them from sinking further into Darkness, or even into the Mouth of the Deep beyond. D. RUNIC ASSOCIATIONS There are two aspects to the cultic worship of Ezroth: Ezroth Youth and Ezroth Husband. The youthful Storm god is associated with the runes of Storm/Air, Truth and Disorder; in this aspect, his father's ancestry is manifest, but for a Storm god, Ezroth's wildness is tempered by Honor (the Truth rune). The resolute husband is associated with the runes of Water, Truth and Stasis. Storm and Disorder are suppressed (only to be recovered in the direst of emergencies). The Water Rune has gained precedence, as Ezroth draws on his mother, Sea Crone, for the strength to help hold up Aethellin, and thus the Stasis Rune is also significant to him, since he seeks the stability required to preserve his wife and their bond; the Truth runes reflects his bond of honor to Aethellin (the Truth rune being interpreted as honor rather than knowledge). At times, Ezroth is associated with the Mastery Rune, but this is generally only in less advanced areas where the worship of his son Maraben has not developed and Ezroth must guide rule. II. NATURE OF THE CULT A. REASON FOR CONTINUED EXISTENCE As the supporter of islands, Ezroth's worship as Husband is inextricably linked to the worship of Aethellin. He provides comfort and safety to island dwellers who draw life from the sea directly around them. Ezroth provides and potent role model for the human life cycle: youth is allowed its playful and rebellious freedom, within the limits of honor, but with adulthood comes the honorable burden of responsibility and support that most members of society must come to terms with. The worship of Ezroth Youth alone is quite rare, and is taken up by sailors, dockworkers, adventurers and some aristocrats in civilized cultures. Usually, the worship of Ezroth Youth is subsumed in the cult of Ezroth Husband, and most Youth worshipers go over to worship of Husband in adulthood, upon marriage. B. SOCIAL/POLITICAL POSITION AND POWER Ezroth always holds a respected position where he is worshiped, though his actual power depends on whether his son's worship is also present, to whom he must defer in matters of politics. Alone with his wife, Ezroth and Aethellin provide the basic social organization for island society. Ezroth guides hunters, fishers, and soldiers, as well as the clan or village elders who guide life along with the Aethellin worshipers. In more developed island societies where Maraben is worshiped, Ezroth then helps to guide the daily lives of local communities along with Aethellin. Where his daughter Varla's cult is present, fighter worshipers of Ezroth are usually oranized and trained as soldiers, that is, in formation, with discipline, etc. Varla's cult produces the more individualistic warriors who act as scouts and commandos. It should be noted that this cult is most powerful when, together with the cult of Aethellin, it lays claim to an entire island. The cult exists in coastal settlements of mainland continents, but then is commonly quite minor. The cult is exceptionally rare inland, away from the ocean, and then Ezroth Youth is more likely to be found than Husband. C. PARTICULAR LIKES AND DISLIKES Because of his marriage and choices made in the Mythtime, Ezroth's cult respects Earth cults and is even suspicious of Storm cults if they seem overly unruly or deceitful. He honors his mother, Sea Crone, for the gifts of life of the Sea which she gives to the people he protects. The cult is friendly to trtions and the cult of Katak the Dolphin, and, of course, is closely associated with the cults of Aethellin, Lanas, Varla, and Maraben. In their youth, cultists are encouraged to challenged Storm, Sea, Sky, and even Darkness cultists to competitions of strength and skill, but there is no necessary hostility involved. The Sun is mistrusted. The cult is an enemy of Chaos, and, of course, bears special hatred for Uralog, the Mouth of the Deep. He is hostile to any cult that would harm his people or the land of his wife. The cult weapon is the flail. Ezroth also picked up and wielded a spear dropped by the Sun in his collapse to Hell. Ezrothi soldiers use spear and shield when fighting in formation. Ezroth always likes a good test of strength and courage, and he is a great patron of wrestling contests. A cultist may not refuse an honorable challenge, though he is not obliged to fight to the death or even to injury. III. ORGANIZATION A. INTER-CULT ORGANIZATION Except in rare cases, the worship of this cult is confined to single islands, such that there is no real inter-cult organization, though foreign cultists usually have the respect of their hosts. Ezroth also requires that islands have but one single cult hierarchy; he does not like to see his wife's land divided. Worshipers are bound to remove such devisions on an island, whether by peaceful means or not. Cultists from the true Island of Aethellin may gain great respect, but they too may command no absolute authority outside of their own realm. B. INTRA-TEMPLE ORGANIZATION Each island has one High Priest of Ezroth Husband as ritual "husband" and a High Priestess of Aethellin as his "wife", who may or may not be his true wife, depending on local practice. Together they act as most respected elders and leaders of the community. Various local temples on the island may each have their own priest, but their can be only one high priest on an island. The cult considers the Island of Aethellin to be particularly sacred. There, Craterlake on Megalith Mountain is especially holy, for there, it is said, Ezroth's blood flows to bring life to the land of Aethellin. Each island consacrated by the worship of the god and of Aethellin is considered sacred land. Each local temple must find a well or a spring of pure water which is its holy place. D. HOLY DAYS AND HIGH HOLY DAYS Weekly holy days fall on Waterday. Seasonal holy days vary, and describe aspects of Ezroth and his life. The holy day of Storm Season is in Disorder week; it celebrates Ezroth's turbulent youth. In Sea Season, it is Waterday of Movement week, and describes the god's link to the sea in his wandering youth. For Fire Season, it is again in Disorder week, descibing the failure of the Sun and Ezroth's struggle against Chaos to save Aethellin. Waterday of Harmony week of Earth Season is the cult's High Holy day, for it is the marriage day of Ezroth and Aethellin. Waterday of Stasis week in Darkness Season celebrates the bond of Ezroth and Aethellin that endured through the dark times of the Chaos Wars, and beyond. IV. LAY MEMBERSHIP A. REQUIREMENTS TO JOIN The cult is open to all who are not enemies of Earth or Sea, or creatures of Chaos. Lay membership is given freely to children of current worshipers. B. REQUIREMENTS TO BELONG Lay members must attend all holy day services and bring useful offerings to the temple, generally in the form of food or labor. Lay members must never wontonly harm Earth or defile Water. They must learn the Peaceful Cut to speak when harvesting, chopping trees, digging, or hunting animals and fish of the island. This prayer ensure that such taking of life will not harm or offend Ezroth or Aethellin. Lay members must report Chaos wherever it is found. Lay members show respect to fellow cultists and members of the associated cults. C. MUNDANE BENEFITS Lay members are accepted members of the island community and may hunt, farm, and fish freely, according to local custom. The cult will care for lay members as best it can in times of crisis. D. SKILLS The cult of Ezroth offers skills in boating and other crafts needful for the support of the community. Martial training is only available to initiates. E. MAGIC Teaches Strength, Endurance, Vigor, Ironhand, Protection, Detect Enemy, Bludgeon. V. INITIATE MEMBERSHIP A. REQUIREMENTS FOR INITIATION Those seeking to become initiates of Ezroth must choose either the Youth or Husband aspect to follow. Those who are already married must choose Husband. This choice is not permanent for the Youth cultists; they may switch to the Husband aspect later, and, indeed, must do so if they marry. Skills checked for proficiency include fist, flail, grapple or spear attack; swim; boat or shiphandling; climb, jump, dodge or scan; orate. B. REQUIREMENTS TO REMAIN INITIATED As for lay members. Initiates may be required to participate in the local militia. They must seek out and fight Chaos when it is reported. They must not show cowardice in a fight or competition. They must deal honorably with their community. Initiates are encouraged to marry, preferably an Aethellin cultist. C. MUNDANE BENEFITS Initiates are respected members of the community and can expect aid and comfort from their fellows in times of need. When serving in the militia, they can expect upkeep from the temple, and will often receive arms and armor from the cult. D. SKILLS As for lay members. The cult also teaches initiates skills in spear, flail, shield, fist and grapple. E. MAGIC As for lay members. In addition, the cult also teaches initiates the spell Fireblade. This spell was won when Ezroth picked up the flaming spear dropped by the Sun. Each cultist may only use Fireblade on his own personal spear that he has consacrated for use in battle in Ezroth's name. Initiates may gain the typical initiate's limited access to divine rune magic. Additionally, if an initiate marries and Aethellin cultist, he may sacrifice to that godgess for any divine Aethellin spell that his wife knows; such Aethellin spells are employed by the Ezrothi on a one-use basis. If an itiatiate of Ezroth Youth becomes an initiate of Ezroth Husband, he keeps any Youth divine magic he has as one use, but cannot sacrifice for more. VI. RUNE MASTER MEMBERSHIP A. GENERAL STATEMENT Ezrothi rune lords are the protectors and providers of their communities. Rare Ezrothi Youth rune lords are often tribal or island champions: noted athletes, hunters or soldiers. B. REQUIREMENTS FOR ACCEPTANCE Canditates must be initiates who are known to the community. Their honor must have been tested by deeds of war or competition. Canditates for rune lord status in Ezroth Youth must master the flail, fist or grapple. They must master two other combat skills, including dodge and additional masteries beyond the one in flail, fist or grapple, and they must master two skills associated with athletic activities (climb, jump, etc), or with boating, or with hunting. Canditates for rune lord status in Ezroth Husband must master the spear, fist or grapple. They must master two other combat skills, including dodge and additional masteries beyond the one in spear, fist or grapple, and they must master two skills associated with athletic activities (climb, jump, etc), or with boating, or with hunting. Mastery of Orate can count as one of the non-martial skills. If a Youth rune lord marries, he loses his status and must reapply as a Husband rune lord. C. RESTRICTIONS Rune lords must follow the obligations of initiates with unwavering strictness. Rune lords of Ezroth Husband are tied to their home communities by bonds of duty and loyalty. They may only marry Aethellin cultists and must divorce all other wives. D. BENEFITS Rune lords have great prestige in their communities. Their needs are seen to by the temple, but they must devote their live to the protection and livelihood of their homes. Married Ezrothi rune lords gain magical benefits from their Aethellin wives as do initiates. VII. RUNE PRIESTHOOD A. GENERAL STATEMENT Ezrothi rune priests maintain order and oversee the spiritual well-being of their community in its daily life. Priests are the ritual "fathers" of the community. Rune priests to Ezroth Youth are quite uncommon, and champion the spirit of independence and valor in a community. B. REQUIREMENTS FOR ACCEPTANCE Canditates for priest of Ezroth Husband must be married, or agree to marry as part of the rites of becoming a priest. Requirements are otherwise standard. C. RESTRICTIONS Priests to Ezroth Husband may only marry Aethellin cultists and must divorce all other wives. Their community temple must remain their permanent home; unless founding a new island colony, priests are bound to serve the community to which they are tied. Ezroth Youth priests have fewer restrictions, but command less respect. D. BENEFITS For priests of Ezroth Husband, these are similar to the rune lord's. The voice of a priest carries great weight, and they preside over many of the communiites festivals and rituals. E. RUNE SPELL COMPATABILITY All common divine magic. Devotees of Ezroth Husband will ALWAYS succeed in dispelling the magic of Ezroth Youth, and need only use one point of Dismiss Magic to do so. F. CULT SPECIAL RUNE SPELLS Summon Triton (Both aspects) 1 point, ritual summoning, one-use (special). This spell summons a triton from the ocean. Arrival time must be determined by circumstances (usually more than an hour and less than a day, i.e. 1d24 hours). Such beings cannot be summoned on land. Ezroth's mythic victory over the tritons allows his cultis to summon them, but the pact of friendship between Ezroth and the Tritons now means that the cultist must persuade the triton to aid him. This rite is often merely a formality, as the triton may often be very willing to assist in a fight against Chaos. But sometimes the triton must be bargained with. This spell is one-use the first time it is used, but if the cultist persuades the triton to aid him, he may sacrifice for the spell again as a reusable spell, calling on the same triton until that triton dies or gets offended, at which point the spell reverts to being one-use. Beserk (Youth only) Standard. Cloud Call (Youth only) Standard. Guardian (Both aspects) 1 point, stackable, ranged, temporal. Whenever the target of this spell suffers distress, the caster will know it and have a sense of the direction of the target. The target may also draw on the caster's POW to fuel spells; this use cannot reduce the caster to POW 0, however. If cast as one-use, the spell is permanent. If the spell is stacked it allows the caster to target several persons at once. Thunderbolt (Youth only) Standard. Sea Strength (Both aspects) stackable, reusable, ranged, temporal. This spell adds 1d6 points of STR per pont stacked in the spell. When cast on Ezrothi initiates, the first point of the spell brings them to species maximum STR (21 for humans). Summon Water Elemental (Husband only) The cult can summon elementals up to medium size. Summon Air Elemental (Youth only) The cult can summon elementals up to medium size. Shield (Husband only) Standard. Float (Husband only) Standard, except that at one point, the cultist may support 10 kilograms times his current STR. Stacked to two points, he may support 20 kilograms times his current STR, etc. The cultist may only stack a number of points into this spell equal to the square root of the number of POW points sacrificed to Ezroth for divine magic in general, rounding down. Waterwalk (Husband only) 1 point, ranged, temporal, reusable. Use of this spell allows the caster to walk on water. This may be no easy task in rough seas, requirnig various agility rolls! For each additional point stacked, another person may be included in the spell. If an Ezroth cultist casts this spell in conjunction with his Aethellin cultist wife, it will last as long as they hold hands, lock arms, or maintain contact in some such manner. Calm Ocean Storm (Husband only) 3 points, ranged, reusable. The caster may use this spell if he can see his home island, or, in the case of fog or darkness, he is within one kilometer. Then, within a ten meter radius, waves will reduce to no more than gentle swells, and the winds to brisk breezes. If cast from land, on an island consacrated to the worship of both Ezroth and Aethellin, the radius of the calming is 160 meters and will last until the storm subsides. Earthquake/Tidal Wave (Husband only) 5 points, special, one-use. Only a High Priest to Ezroth Husband may learn this spell. It can only be cast on an island where the cults of Ezroth and Aethellin, the Married Ones, have won broad acceptance. The priest can sacrifice POW incrementally to acquire it, and must begin doing so after attaining office as High Priest. This spell may only be used in the direst of emergencies, where the well-being of the whole island is at stake. The priest must gain permission of the Aethellin cult to use the spell. The spell calls up the the powers of Ezroth's turbulent youth: Ezroth shifts his steady grip on the island, and the land rocks and heaves, causes earthquakes and forcing up a tidal wave. The spell is employed in moments of last defense. The people of Aethellin Island itself used this spell to crush an entire fleet of shark worshipers with an immense wave, but paid a heavy price in earthquakes for doing so. VIII. SUBSERVIENT CULTS A. SPIRIT OF REPRISAL The spirit Feeblearm will attack the offender in a moment of stress. It has a POW of 4d6. Feeblearm fights for three rounds, engaging the offender in a spiritual wrestling match. But rather than taking POW, this spirit takes points of STR. Feeblearm will return all points taken if the offender agrees to make restitution to the cult. Otherwise, the points are lost permanently. B. OTHERS IX. ASSOCIATED CULTS Magasta: provides Breathe Air/Water to the son of his queen. Sea Crone: provides Understand Sea Creature to her son. Katak: provides Sea Grace. X. MISCELLANEOUS NOTES A. Tritons Tritons are a noble race of sea beings, descended from the Sea Crone. They are proud, large and strong, and have a tough, scaly skin, usually of a blue or green hue. Tritons have two legs, with fins instead of feet. These appendages allow them quite rapid movement in water, but they move very awkardly on land, and have all their movement and combat skills halved there. Tritons can breathe air, but they suffer one hit point of damage to their general hit points for every hour they are out of water. They speak Sea Speech. Characteristics Average STR 3d6+12 22-23 01-04/01-03 R Leg 3/7 CON 2d6+6 13 05-08/04-06 L Leg 3/7 SIZ 4d6+12 26 09-11/07-10 Abdom 3/7 INT 2d6+6 13 12/11-15 Chest 3/9 POW 2d6+6 13 13-15/16-17 R Arm 3/6 DEX 2d6+6 13 16-18/18-19 L Arm 3/6 APP 2d6+3 10 19-20/20 Head 3/7 Move: 6 in water, 1 on land; Hit Points: 20; Magic Points: 13; DEX SR: 3; Fatigue: 26 (35 - 9) WEAPON SR ATTK/PAR% DAMAGE ENC/AP Trident 5 50/40 2d4+1=2d6 2/10 Net 4 45/40 entangle 3/12 Light Xbow 1/MR 40/- d6+2 3.4/6 Skills: Swim 80; Dodge 35 (in water); Sea Lore 40; Scan 40; Listen 40 Armor: 3 point skin; often shell or alluminum armor. Magic: Spirit and divine magic (Sea gods). Rarely sorcery. These are statistics for an average triton. Some are considerably more powerful. B. Gifts and Geases Ezroth is unusual amongst his stormish brethren in moderating his wildness by the dictates of honor. This is reflected in his association with the Truth rune. By some accounts, another Storm god, Humakt, completely lost his association with the Air/Storm rune in his association with Death and Truth. In any case, the Truth rune gives EzrothUs worshipers access to gifts from the god. For each gift, the the cultist must assume the according number of geases. The geases are a path to closer identification with the god. GIFTS Geases Required 1) +10% in a skill useful to the cult 1 2) Sea Speech at INT times 3%, or +10% 1 3) Mindspeech with all dolphins 2 4) Immediate 90% skill in flail, or use (1) 3 5) Immediate 90% skill in one-handed spear, or use (1) 3 6) Immediate 90% skill in punch, or use (1) 3 7) Immediate 90% skill in grapple, or use (1) 3 8) +1 STR 1 9) +1 CON 1 10) +1 SIZ 1 11) +1 CHA 1 12) Immediate 90% skill in boat, or use (1) 2 13) Immediate 90% skill in shiphandling, or use (1) 2 14) Immediate 90% skill in swim, or use (1) 2 15) Gain Breathe Air/Water as a reusable spell 1 16) Gain Understand Sea Creature as a reusable spell 1 17) Always know direction of home temple 2 18) Gain Detect Water as an ability, no MP cost 1 19) Know one day in advance that a storm is coming 1 20) Pick gift of choice, and roll for the requisite number of geases GEASES Blessed by Ezroth: no geas Bathe every holy day Bathe every day Always act Stormishly with Sun cultists Always act Stormishly with Sun and Sky cultists Always act Stormishly with Sun, Sky and Darkness cultists Never befriend Sun, Sky or Darkness cultists Never take shelter from Sun Never use a sword Never use a mace or maul Never use a bow Never use any but cult weapons (flails, spears, shields, javelins) Only use weapons constructed of copper, aluminum, wood and/or bone Always protect Earth Never love any but Earth cultists (includes Earth cult lay worshipers) Never deceive anyone Never befriend Storm cultists other than Ezrothi or Varlans Eat only fish on Waterday Vegetarianism on Clayday Marry if not married; if married, sire or adopt a child Adopt a widow to provide for Never eat the meat of sea mammals Never destroy a boat That's all, folks! GF out!