In the extended YT discussion, some folk seem to be painting Humakt as
a kinda bland, faceless cult that has a couple of neat Rune spells and
is otherwise just a useful cult to be used as one of many for a PC. But
has anyone considered the mythology of the Humakt cult in these thoughts?
- -> Humakt *was* a member of the Orlanth clan, but he completely (!)
severed all ties with his clan when he took "official" possession
of Death. That leads me to believe that when you choose to follow
(e.g., become an Initiate of) this most final of all gods, you
relinquish all ties to all other cults: this is your responsibility
as Humakti.
- -> Following Humakt means being prepared to face death unflinchingly, at
any moment, in any situation. Please note that this does not mean
dying at any moment: just being ready to engage in a life-or-death
contest. No, this does not mean that you have to fight whenever someone
sticks their tongue out at you.
- -> Being Humakti != playing Lawful Stupid. How is Humakt so narrow-minded?
They (the cult/culture of Humakti) believe in the final separation of
body and spirit. Thus, they don't do resurrection. What else do they
balk at so much that YT (or any other war diety) does not?
These are things that I've been struggling with, given the CoP, GoG, and
SP writeups that I have. Humakt is not "just another faceless cult from
CoP"; it's a cult that you have to work to interpret, like most others.
And there is lots of room for interpretation--depending on how closely you
follow the Word Of Greg (how's that genuflection go again?).
Yours in service to MGF,
Don Walli [rqka Gulthang Whizbang, Humakt Initiate in Search of a Less
Whiffly Honour Name]