From: JLROGERS@utkvx.utk.edu (Jim Rogers) Subject: Another Cult Message-ID: <01H2MPBP07MQ8ZGO13@utkvx.utk.edu> Date: 6 Sep 93 10:06:59 GMT X-RQ-ID: 1550 Daily Gang, Following is a copy of a cult created by our old GM, Charlie Domino. He was wary of having it posted to the Daily, but two of us convinced him. He did want it known that the cult writeup was done about the time of the release of RQIII, and is predominantly in the RQII spirit. I agree. Gyzar makes more sense in RQIII with sorcery, possibly as an Eastern cult along the lines of Godunya. Still, it is a good balance to the Orlanth, Urox (Storm Bull to RQIIers), Humakt triad that Charlie was getting a little sick of dealing with. Feel free to use and comment, saving only the copywrite. Jim Rogers ___________ THE CULT OF GYZAR Copywrite: Charlie Domino, 1993 GYZAR Master of the Fist, Destroyer of Weapons I. MYTHOS AND HISTORY BEFORE TIME The Storm Age was a time of conflict as the Storm Gods and the Young Gods set about conquering or creating their own realms of influence. Opposing them were the older deities of Fire, Sky, and Earth. They indulged in contests of supremacy that caused much destruction and hardship, and the soon-to-be-mortal races became dependant on the gods for survival. One minor deity who saw this and was concerned was Gyzar. None know who his father was, but his mother was named Raelia, and said to be more beautiful than any except Uleria. Although he was one of the Young Gods, he grew afraid of the consequences of the strife. He approached Orlanth and Yelm in a futile attempt to bring peace to the cosmos, but was rebuffed by both. Indeed, of all the deities, only Chalana Arroy and her son Arroin would listen, but for naught. At that time, she held to her beliefs in passivity and refused to act, but Gyzarian cultists believe that it is his moving lament on the plight of the cosmos that later led her to act. Failing to halt the destruction of the Gods War, he set about teaching the descendants of Grandfather Mortal how to care for and protect themselves. In return he accepted their worship. It was his hope that by doing this, he would save enough of the Golden Age to allow a return to the tranquility known before. Fate had it otherwise. For his hopes, he has been called naive, but perhaps at that time, he had a reason to hope. Prescience is not a godly attribute, and only Flesh Man knew of the disaster to come. When Humakt discovered the power of death, when he used it on Grandfather Mortal, Gyzar was perhaps one of the most shocked of all divine beings. Then Orlanth gained the power, and with it slew Yelm. In that one act, Gyzar's worst fears came true. The incoherent prophecies of Flesh Man came about, and there was no returning to the Golden Age, ever. Blind with rage and agony, he threw himself against the brothers Orlanth and Humakt, hoping perhaps that he himself would die and not see the Lesser Darkness which now descended on Glorantha. Orlanth arrogantly mocked him though: "So, now does the little one attempt to chastise me again? I, at the height of my prowess? I, who have destroyed Yelm, and now am supreme in the Cosmos? I tremble! In fear I should abandon the Cosmos to others, such as you!" So saying, he struck Gyzar a heavy blow which wounded him sorely. But Humakt was strangely silent and did not raise his hand against Gyzar. Ever since this time the powers of Gyzar have been lessened because of his injury. Due to his revulsion against the powers of Death and the weapons which now carried it, he forswore all weapons of offense. Only the dwarf invention of armor would he withstand, for it exemplified passive resistance, as opposed to active resistance with weapons. Many mortals were also in fear of the powers of weapons, and he gained new followers who he taught how to defend themselves with minimum hurt to other. Most later overcame their fear and took up weapons in the extremity of their plight. Few gods and fewer mortals could survive the Greater Darkness and the advent of Chaos without the advantages of the new weapons. Times were long and hard before the Chaos Wars ended, and Time began when the Lightbringers returned from their quest to Hell with a resurrected Yelm. Thus the Dawning saw only a few surviving Gyzarians; mostly these were in areas that were less wrecked by the horrors of the conflict. SINCE TIME BEGAN With the advent of Time, the deities bound themselves by certain restrictions and left the world to mortals. In this period, many felt that there would be no more need for conflict, and indeed, a new Golden Age seemed to be at hand. A large number of mortals thus embraced Gyzar as a pacifist cult (which it really wasn't) and the cult flourished as it never has before or since. Most of these new worshippers were human, but elf, dwarf, and even a few morokanth worshippers were known to exist. No troll was ever known to be recorded as a member, perhaps understandably. Of course such hopes proved false, and when the Gbaji conflicts spread, his followers began to decrease. Some of the less pacifistic took the side of the trolls and dragonewts, but these were largely slain since they refused to use weapons. When Arkat's armies spread through Ralios and Dragon Pass, Gyzarians suffered greatly at the hands of both armies. At no time did they side with the Council, for they felt that its attempt to return to the Godtime threatened a return to the God Wars as well. For this they were persecuted by the Second Council, as were other races and peoples. They entered the Second Age reduced to the status of a minor cult. Only three temples were known to exist, one each in Ralios, the Shadowlands (Esrolia), and Dragon Pass. It is said that the Only Old One promoted the temple in Esrolia as a way of pacifying the human population he ruled. Whether that was truly his motive is not certain, but peculiar though it seems, the temple did receive some troll aid and flourished, becoming the largest of the three. The Dragon Pass temple was not so lucky. It was utterly wiped out in 1100 by the invading Invincible Golden Horde for the crime of defending the dragonnewts. Not one worshipper lived to see the Dragonkill war, which came barely too late to save them. Since the reopening of the pass, the ruins (near the modern site of Dunstop) have been the site of an occasional lonely pilgrimage by a worshipper. These most often searched for lost records and artifacts. In Ralios, the temple there was of sufficient strength (and remoteness) to maintain its independence from the warring forces of the Dark Empire and the Jrusteli. Despite this, its members areas often suffered and the temple entered the third age reduced in strength. The Third Age was only a little less disastrous to the Gyzarian cult. The temple in Ralios survived the period mostly intact by virtue of refusing to fight the troll armies approaching from the east. Amazed by the human actions and their sincerity, the troll leaders listened to the counsel of the Xiola Umbar priestesses and spared the humans. Perhaps in this, they were influenced by the example of the Shadowlands temple and the Only Old One's policies. A more likely explanation is the successful challenge issued by Myrila Stonefist, Rune Lord, against Torkag Gor, an important general in the troll armies. Dressed "only in a knot of hair and a scrap of cloth" she defeated the mighty warrior in single combat. That the troll would except such a challenge shows the respect that they held for "the insane skinny ones." The Shadowlands temple itself was not as fortunate. Caught in the upheavals caused by the arrival of Belintar, it was razed by an army of marauding trolls who maintained that it was aiding the human forces against trolls. The truth of the charges is unknown. Despite the destruction, many worshippers survived, and a few can be found there today, even though the temple was never rebuilt. The modern period is one in which the cult has dwindled into insignificance. Some hold that it is on the verge of dying out, and if the end of the Third Age is as violent as that of the preceding two, it may well be true. Others (especially the cultists themselves) believe that while mortals still aspire for a less violent world, and the scattered worshippers in Esrolia congregate once a year at a shrine established at the site of the old ruins. LIFE AFTER DEATH Gyzarians believe that those who hold best to their god's hatred of weapons will go to the Place of Waiting for a time. From there, they will be reborn into a more peaceful existence. Away from weapons, they will be able to purify themselves further through continued cycles of existence, until they join Gyzar in a new Golden Age. Those who fail to purify themselves will be condemned to endless cycles of violent existence until they manage to fully reject the evil of weapons which permeate their culture. RUNIC ASSOCIATIONS The runes of Gyzar are Mastery, which symbolizes their control of self; and Harmony, which represents their constant striving for peace and a return to the Golden Age. II. NATURE OF THE CULT REASON FOR CONTINUED EXISTENCE The cult of Gyzar persists today as a center of belief for those who feel most strongly that no conflict should be settled by bloodshed. If peace may not be attainable in the normal sphere of life, then at least it does not have to be soiled with the finality of a violent death. Those who believe in absolute pacifism or merely strength in the natural ways of the body (as opposed to weapons) may find solace here. SOCIO-POLITICAL POSITION AND POWER The cult has no power east of Ralios and precious little there. Militarily, it maintains only a small band of apprentices and masters who live at and defend the temple. In extremity it could call on all its worshippers, but there exists the question of whether or not it would do this. PARTICULAR LIKES AND DISLIKES The cult has a range of beliefs from absolute pacifism to simple abhorrence of weapons. Regardless of the degree of commitment, Humakt and Orlanth are particularly despised for their actions in Godtime. So is the Lunar Empire, for it is an empire built by conquest at scimitar-point. Any war-oriented cult is disliked. The dueling rituals of Humakti are considered to be barbaric lies, a poor attempt to legitimize the use of weapons for violence by showing a false restraint. Great prejudice exists against dwarves due to their proclivity for designing weapons of death. Those cults devoted to healing and growing are held to be special, and have been defended in need by individuals form the cult. Chalana Arroy and Xiola Umbar are particularly special to Gyzarians. III. ORGANIZATION INTRA-CULT ORGANIZATION As there is only one temple, there can hardly be said to be any organization. There has been some talk of rebuilding the temple in Esrolia, but funds are lacking. If this were to be achieved, temple superiority might well be up to the GM. The relative leadership strengths of the High Priests would probably determine the issue, with a bias toward the Ralios temple. INTRA-TEMPLE ORGANIZATION The organization is largely up to the High Priest. At present, the temple's High Priest is assisted by two other priests and two Rune Lords. The most capable of these (in terms of combat ability) is the Master of Students. The few Rune Lords and Priests that wander the countryside quietly attempting to spread their beliefs also answer to the High Priest of the temple. CENTER OF POWER, HOLY PLACES The main center of power is the temple in Ralios, in the northern part of what was once the Dark Empire. The remains of the Shadowlands temple, west of Smithstone, are often a place of pilgrimage. So are the ruins of the third temple in Dragon Pass. Many other shrines have been lost or destroyed. Legend tells of a fourth temple once located in northern Peloria which was supposed to have been destroyed by the magics of the Broken Council, but no traces of it were ever found, and no heroquest has ever revealed its existence. IV. LAY MEMBERSHIP REQUIREMENTS TO JOIN Lay membership is open to all intelligent beings not of Chaos. Humans, elves, and most beast people are treated equally, but morokanth must overcome the prejudices against them. Abstract their chances to join as (App-10)+(2XPow) or less on d100. Cult prejudice against trolls is even worse due to their brutal culture. Except for worshippers of Xiola Umbar and Argan Argar, use the formula above but divide by two (round up) to determine their final chance. Trolls of those two cults have the normal chance to become lay members. Dwarves must apply as do morokanth. REQUIREMENTS TO BELONG Lay members must never worship Chaos. They must attend services each holy day, sacrificing one magic point to Gyzar and paying five Lunars or the equivalent in goods to the temple. They must swear not to attack any living creature (except Chaos) with weapons for the next season. Food animals and most non- sentient plants are exempt insofar as butchery and harvesting tools are considered. Permanent lay membership may be attained by foreswearing weapons as above for life, and paying 100L. If a permanent member becomes apostate by absence, he will undoubtably listen to a sermon or two. If he takes up weapons again, he will be removed from the rolls and may never become an initiate. He may rejoin as a lay member. Twice violating the stricture against weapons will result in permanent loss of membership. MUNDANE BENEFITS Lay members may call on the nearest initiate or rune level for healing once per season. They may reside and eat at the temple in extremity, but not for more than two weeks. A lay member may call on assistance if in danger, but the exact scope of that assistance is up to those who render it. SKILLS Lay members may receive training in Fist Attack, Kick, and Dodge, all at usual prices. SPELLS Lay members may also purchase the following spells at the usual prices: Ironhand, Protection, Shimmer, Healing, Strength, and Vigor. Permanent lay members forget any weapons enhancement spells they know, except Ironhand. V. INITIATE MEMBERSHIP REQUIREMENTS FOR INITIATION A worshipper who wishes to become an initiate must first have been a permanent lay member in good standing for two years. He must pass a test abstracted as (Pow + Dodge% + Read/Write)/2. The prospective initiate must make a gift to the priest (at least 100L in value) regardless of his acceptance. If this test is failed, it may be tried again after one season, so long as the lay member remains in good standing. REQUIREMENTS TO REMAIN INITIATED Initiates must tithe to the cult and sacrifice two magic points to Gyzar every holy day. They must never use or carry weapons, not even to parry with. The only exceptions to this are shields and staffs, which may be parried with only; attacks are forbidden. They may not wear plate, scale, brigadine, or chain mail. They must heed all requests for assistance from fellow cultists, but most especially from Rune Lords or Priests. Initiates may not knowingly speak to initiates or higher of the following cults without permission from a Mind or Fist, for this may cause "contamination": Orlanth, Humakt, Yelmalio, Zorak Zoran, Yanafal Tarnils, Storm Bull, or any chaos cult. They must also treat any member of Chalana Arroy with respect and honor. Once in their life, they must spend at least one year of wandering, during which they must demonstrate the traits of Gyzar to a brutal world badly in need of civilizing influences. MUNDANE BENEFITS Initiates may receive shelter from the temple, but not permanently unless they are appointed to a temple position. The cult will pay a ransom of 500L in addition to any funds the cultist has. They may call on Gyzar for assistance (divine intervention), but only once per year. Other benefits are as lay member, but to a greater extent. SKILLS Initiates receive 80 hours of free training per year in the skills of Dodge, Fist Attack, Kick, Jump, Orate, Shield Parry, Staff Parry, or Martial Arts. Of course, such training may also be purchased normally, and initiates have preference in the cult schools of learning. He will also be trained in Xu-ram and Xu- rai, special combat techniques originated and closely guarded by the cult. These two skills are only available to initiates (and higher) of the cult. Beginning success chance with both skills is 0%, and the initial training takes two weeks each. This will train the new initiate to 15% + bonus. Xu-ram is an attack skill; Xu-rai is an agility skill. Xu-ram: This skill is taught to all new initiates of Gyzar at no additional cost. Successful use of this skill allows all damage done by a martial arts attack to be non-lethal, even the adds from an Ironhand spell. Subsequent teaching is at the standard price. A special success gains the additional benefit of paralyzing the portion of the target struck, as follows: If an arm is struck, STRX3 must be rolled, or any item held is dropped, and the arm may not be used to attack or parry whether or not the STR roll was successful. A leg hit is treated at the "hit points equalled or exceeded" result on the damage charts. A strike to the head, chest, or abdomen will cause the target to be stunned. No attacks or spell casts may be made, and parrying is at half value. All of the above effects last for 2d6 strike ranks. A critical with this skill makes the paralysis last 1d6 rounds, in addition to other effects. A critical to the head will result in unconsciousness for 25-CON full turns, regardless of whether or not enough damage was done. Only one die roll is used to resolve all three skills: Fist Attack (or Kick), Martial Arts, and Xu-ram. Xu-rai: This skill allows the user to deflect or grab small missiles out of the air if they pass within one meter of him. The missile must not weigh more than 1.0 Enc and must be material (thus only the original arrow from a Multimissile could be affected, not the magical ones). Because of the speed of the act, only one-quarter normal damage is taken from a burning or Firearrowed missile. A special will allow the item to be caught in the hand if wished, but the attempt to hold the item must be declared before the dice are rolled. A critical will shatter any missile not made of a rune metal, or the character may make a catch (as above) without needing to make a prior declaration. Use of this skill does not count against a character's attacks and parries, but it may not be used in the same strike rank as an attack or dodge. NOTE: Use of the skill assumes that the character was aware that the attack was coming, and that it came from the front or side. Gamemasters are well within their rights to call for perception or DEX rolls, or to disallow use of the skill entirely in cases where it is ridiculous or absurd. SPELLS Initiates also receive one free point of spirit magic each five years from the following list: Shimmer, Protection, Ironhand, Countermagic, Dullblade, Healing, Strength, Vigor, and Coordination. They may purchase them at the normal prices as well. VI. RUNE LORD MEMBERSHIP A Fist of Gyzar is a living example of the philosophy of anti-violence (as distinguished from non-violence). It is his duty to show the world a lack of need for the destruction and death of weapons, and attempt to find a peaceful solution whenever possible. When not, the method of least bloodshed should be followed, and this philosophy often finds them intervening in minor disputes in order to resolve them. Because of their active role, they are often thought by outsiders to be the cult leaders, rather than the priests. This is not the case. Ultimate responsibility lies with the priests, and their word is law. REQUIREMENTS TO BECOME A RUNE LORD Candidates for Rune Lord must have been initiates for at least two years, one of which must have been spent wandering as described in the initiates section. They must have a 90% Martial Arts, Xu-ram, Xu-rai and Dodge, plus one of the following skills at 90%: Fist Attack, Kick, Jump, Orate, Staff Parry, or Shield Parry. They must have a Pow of at least 15, and never have violated the conditions of being an initiate or lay member. If all of these conditions are met, then the prospective test abstracted as (average of Xu-ram and Martial Arts skill%) divided by five and then multiplied by four. Less than or equal to this number must be rolled on D100; if failed, further attempts may be made each season until successful. RESTRICTIONS A Rune Lord of Gyzar must spend one season of the year helping the Master of Students teach skills to lay members and initiates for free. It is permissible to teach at a place other than the temple, especially if the Fist lives nowhere near it. Fists may not teach the skills of Martial Arts, Xu-ram, or Xu-rai to any but initiates, and may not teach any skills to those cults especially disliked (listed in the initiates section). If a Fist meets a Sword of Humakt, he must immediately issue a challenge to the Humakti similar to a Humakti duel, but until unconsciousness occurs, rather than first blood. If the Fist wins, he will take the best weapon of the Humakti; if the Sword wins, the First must act as a servant and obey all of his orders (except those that would violate cult vows) for the next season. The Humakti, of course, may refuse the duel. Weapons won by the Gyzarian in this fashion are melted down. This custom has made the Gyzarians very unpopular with those Humakti aware of them. Rune Lords may not carry any weapons other than a staff, nor shields larger than bucklers. They may not cast attack spells that cause lethal damage (i.e., do hit point damage, such as disrupt) on any creature not of Chaos. They may not wear any armor but leather or cuirbolli. Upon meeting a Healer of Chalana Arroy, a Fist must ask if aid is needed. If he is then given a task, he must carry it out to the best of his abilities, no matter what the danger. It is permissible to gain help from others before doing so, of course. In addition to the above, 90% of the Fist's income is given to the cult, which pays for the benefits given below. He must also obey any Priest of the cult. BENEFITS A Rune Lord of Gyzar gets the usual benefits of an allied spirit, divine intervention on D10, and the use of iron. The allied spirit is usually placed in the staff. Fist Lords may continue to improve themselves so that they may become a Priest. More mundane benefits they receive are room and board from the temple, a ransom of 2000L (in addition to their own), and cult spells for free. They also receive free training in any cult skills and literacy in their native tongue. They do not get a piece of iron, as do most cult's Rune Lords. They may call on other cultists for assistance when needed. Fists also get the following rune spells reusable: Shield, Stonefist, Hands of Bineah, Feet of Bineah, Awaken, and Sixth Sense. They may also obtain (non-reusable) any Priestly spell not specifically restricted to the Mind Lords. Stonefist 1 point Touch, temporal, stackable, reusable This spell gives the attacker an extra D3 damage with fist and kick attacks as well as +5% to Xu-ram and Martial Arts percentages per point stacked. Hands of Bineah 1 point Touch, temporal, non-stackable, reusable This spell allows the user to touch and do damage to things that normally require enchanted or Rune metal weapons such as Telmori, vampires, etc. This spell also allows the user to deflect the non-material missiles created by a multimissle spell (but of course they cannot be caught). Awaken 1 point range 10m around caster, duration until awakened, stackable, reusable When cast before falling asleep this spell will awaken the caster instantly if anything approaches within 10 meters with hostile intent (including theft). Each additional point after the first will awaken one Rune Level or initiate of Gyzar who is sleeping within the 10m range of the caster. Feet of Bineah 2 points touch, temporal, non-stackable, reusable This spell doubles the dodging ability of the user, and in addition, he also gains a free extra dodge at no penalty. (i.e., the user may dodge twice and either attack or parry once, or he may attack, parry and dodge once each, or he may attack or parry twice and dodge once.) The extra dodge may be split normally. Sixth Sense 3 points self only, temporal, non-stackable, reusable This spell extends the caster's aura in such a way that he can detect any incoming missile or melee attack from any direction, no matter what the conditions of visibility are. Sufficient warning is given to allow the caster to spin about and face the attack, or dodge an attack from behind. This will work even versus a surprise attack from a character using Darkwalk or a similar spell, though it will not otherwise alert the caster to a presence. This spell assumes that the caster is awake and conscious; it is not an alarm spell. VII. RUNE PRIEST MEMBERSHIP Priests of Gyzar are known as Mind Lords. Having trained the body into becoming a living weapon, they now turn inwards to purify and strengthen the mind. The Mind Lord is the ultimate embodiment of anti-violence. It is his duty to cleanse himself and as much of the world as he can of weapons, but he is not a fanatic about this. Realizing that the world about him is tightly bound to its violent cycle, he leads by example and gives an appropriate push whenever possible. Mind Lords are responsible for the survival of the cult in an unfriendly world, and therefore are the final mundane authority on dealings with it. REQUIREMENTS FOR ACCEPTANCE The prospective priest of Gyzar must have been a Rune Lord for at least three years and have a power of at least 18. He must have never violated the conditions of any form of membership he has held, and be sincere. He must be able to read and write his native language at 85% skill, and meet all other requirements of priesthood at a minimum, plus have oratory at 90%. If these conditions are met, he must then pass the usual tests to become a priest. RESTRICTIONS A Mind Lord of Gyzar is under the same weapons and armor restrictions as a Fist. He is responsible for the leadership of the cult and must see to the well-being of his congregation. However, Gyzar realizes that the world is a hostile place, and therefore the temple is organized differently. Many of the administrative duties normally performed by priests in other cults are here performed by senior initiates, thereby giving the priests more time to practice their skills. As a result of this, their combat skills (including Xu-rai and Xu-ram) are limited to Dex X 5% (or present level, if higher), rather than the usual Dex x 3%. Non-combat skills are still limited normally. BENEFITS Priests of Gyzar are supported by the cult. They receive first portion of all meals, and keep all initiation gifts given to them. They receive an allied spirit. They are given an iron shod staff with the cult runes and the magic rune engraved to show their status. RUNE SPELL COMPATIBILITY Mind Lords receive all common one point divine spell, as well as all cult specialty spells, including these below: Minor Mind Block 1 Point Self only, temporal, non-stackable, reusable This spell protects the caster against all spirit magic spells affecting the mind or nervous system, such as demoralize, Coordination, Mobility, Binding, Harmonize, etc. The caster may still cast such spells on himself (as may his bound and allied spirits), and any spells in effect when the Block is cast remain in effect. Lesser Mind Block 2 points self only, temporal, non-stackable, reusable This spell protects the caster as does a Minor Block, but is also effective against sorcery spells such as Palsy and Command. Command Worshippers 3 Points ritual summoning spell, range 100km, duration instant, non- stackable, reusable This spell affects all members of the cult. Casting it signals all Gyzarians to finish their business and report to the caster within 2-5 days (depending on distance). During this time, the summoner must remain in the same spot or the spell disperses and the worshippers are released from their obligation to report. This spell is given only to the High Priest at the Ralios temple and a few wandering priests. It is a privilege and may only be used for emergencies or celebrations, or to announce a worship service by one of the wandering priests. Greater Mind Block 3 Points self only, temporal, non-stackable, reusable This spell works as the previous two Mind Blocks, except that the caster is almost totally invulnerable to any spell affecting his mind or nervous system. These include (but are not necessarily limited to ): Harmonize, Sleep, Befuddle, Demoralize, Madness, Fear, Mind Blast, Mind Read, Peace, City Harmony, True-speak, Fumble, Command, Palsy, and the Elemental attacks of fearshock and madness. Estatic Communion is protected against for the duration of the Block. This spell is no protection against the Thanatar Consume Mind and Create Head spells. Catatonia 3 Points self only, duration until awakened, non-stackable, non-reusable This spell will throw the caster's mind into a state of totally unreachable withdrawal until brought to a place of safety and an eight-hour ritual correctly conducted to bring the priest's mind back. At this time, the priest conducting the ritual must succeed in a Ceremony roll and the priest under the spell must make an Intx5 roll, or the mind will refuse to re- emerge, ever. Divine Intervention is the only way to cure this. The benefit of this spell is that when in effect, none of the Thanatar knowledge stealing rituals or spells will have any effect (although a severed head is still a severed head...). The priest's mind is so far withdrawn that no conceivable spell or combination of spells can have any effect on it whatsoever. He is thus assumed to be under the protection of the Greater Mind Block, but one that does not protect the nervous system, only the brain/mind. Therefore Harmonize and Palsy spells do affect the comatose priest. He will normally assume a fetal position when under this spell. Only priests of Gyzar may obtain this spell. VIII. SUBSERVIENT CULTS BINEAH TOOM This First Age hero fought alongside the dragonewts during the Gbaji wars. He is the source of the two spells which bear his name. SPIRITS OF REPRISAL: RATALAN SYR Initiates and Rune levels who leave the cult or use prohibited weapons will suffer the penalty of being hindered by this spirit for a year from the date of the last offense. In the case of a severe violation, the offender will suffer loss of all rune magic as well as magical attack by the spirit. Ratalan will cast a special Glue 3 spell on the offender's shoes/feet that will affect bare flesh whenever he is in combat. This has the effect of negating any chance of dodging. Lesser violations will result in the spirit casting up to a Dispell Magic 8 on his defensive spells. In this case, there is only a 50% chance of the spirit's appearing at a given battle, though he will show at least once for each offense. IX. ASSOCIATED CULTS Gyzar has no associated cults. X. MISCELLANEOUS NOTES WANDERING PRIESTS Mind Lords usually remain in the temple except when on a pilgrimage, but wandering priests are not uncommon, especially in Esrolia. Even the temple-bound priests will often leave for a year or two to undertake pilgrimages in distant lands. None have been known to be further east or north then Dragon Pass since the Second Age, however. THE CULT ELSEWHERE IN GLORANTHA Although this description has dealt solely with the northern continent (site of virtually all publications by Chaosium and Avalon Hill to date), several temples are believed to exist elsewhere in the world. Most of these are in the human areas of Pamaltela and the East, but must be considered beyond the scope of this article.