Humakt and Mastery over Death

From: Joerg Baumgartner <joe_at_sartar.toppoint.de>
Date: Thu Mar 20 10:05:50 1997


Pam Carlson
in reply to Peter Metcalfe
>> Seriously, what I was arguing was that the resurrectable
>> Humakti could still get the re-usable sever spirit but that he will have
>> to give up Something Else (like no healing of wounds whatsoever or
>> something like that).

> To me, Humakt owns Death, and that's that. Humakti don't resurrect.
> Murharzarm didn't return from Hell with Yelm because he was slain by Death
> itself. End of story. A resurrecting Humakti would negate the only thing
> Humakt really stands for.

What, mastery over dealing (and accepting) death when he chooses? So what if Humakt himself should not want this specific worshipper to join him then? I did not have the impression that Humakt was that miserly...

Ok, so da roolz require a heroic escape or healing before actual death takes place. With actual death hard to define (according to Daka Fali it occurs 7 days after physical disfunction, with the judgement of Daka Fal), it's all a matter of definition. Some sects may treat this differently, and yet worship the Sword God.

The mainstream wouldn't, but neither would the mainstream join Ian Starcere.

Brian Tickler

> Both being Illuminated and/or being a member of Yanafal Tarnils have a
> built-in disadvantage: lots of people don't like you. If you're playing
> in a campaign where the entire party is of a Lunar bent and is based in
> peaceful Lunar territory, then this is not really a problem; but for some
> reason, parties full of Red Goddess worshippers adventuring in the Lunar
> interior just don't seem to get a lot of action. So this means that the
> average Yanafal Tarnils adventurer is either (A) adventuring with other
> Lunars in "frontier" areas where most of the locals hates his guts, or
> (B) adventuring in a party of non-Lunars, who probably hate his guts.

Not at all. Take a Lunar-friendly party to western Balazar, and a YT adventurer will have no more or less problems than an Orlanthi, plus he'll have the goodwill of the government. The same for Sable Tribe adventurers (which might combine Storm Buck and YT worshippers). Actually, almost everywhere outside of Sartar YT and Humakt will be treated with respect born out of fear.

> A
> Humakti adventurer, on the other hand, is hated only by people who belong
> to cults who hate pretty much everyone.

A Humakti is almost everywhere a stranger, and on Glorantha this may mean a potential enemy, or victim (a tough one, agreed). The ideal target for rowdy Praxian youths to band up against - no family, and the cult likely won't hear. Plus usually they don't get resurrected to avenge themselves...

> Humakt has always been, in my experience, far and away the most popular
> cult for players. I can't recall a campaign I have ever run or played
> in that did not have a Humakti character at some point.

This keeps astonishing me. None of my players would touch the cult of Humakt even in the guise of Stygian Malkionism...

> [Humakt] the most powerful combat cult for non-Trolls. As such, it draws
> players who are predisposed towards game-dominating behaviour (note that
> I am not saying that people who chose to play Humaktis are always this
> way, but that people who are this way tend to chose Humakt; an important
> distinction).

These players have a Yelmalio mercenary and a henotheist "knight" in my campaign. Orlanth is regarded as best pay-off cult wrt magics and associate magics.

Off-Topic:

Alex Ferguson

> On Elmal/Yelmalio, Bryan Maloney generalises:

>> I've got a rule of thumb: The further south you go, the less you hear about
>> Elmal. By the time you get to Prax, you only hear "Elmal" in the context of
>> an Orlanthi explaining to his children that "Elmal" is "Yelmalio's" proper
>> name, back before he became an uppity twit.

In my Heortland, they still ask "Who's that Yelmalio guy? Elven Ehilm?" The human worship of Yelmalio as per Sun Dome temple was instituted by Prince Tarkalor, became popular in Sartar, but less popular among the Volsaxi who had the new Yelmalions as direct neighbours, and rivals for land etc., so the spreading south was somewhat hindered. In Esrolia, they already had a sun husband, and why should they make it a sun dome husband? The farther north you come, the more you get the Lunar edict to accept Tarkalor's version, because it makes the Orlanthi sun-worshipping barbarians more friendly to the Empire. Until they worship Shargash or another Pelorian light deity...

> I think that for various reasons, Prax, and more particularly Sun County,
> is more of a special case (at least if its printed history is even
> halfway correct), rather than part of any such systematic overall pattern.

Sun County was the first place Tarkalor's and Monrogh's fabrication was exported to. So, I agree with Alex - send in the Gift-Bringers!

>> So far as I can tell, Yelmalism among humans began in southern Sartar or >> perhaps a little further south, and is now slowly spreading north.

> I don't think this is true; Sun Dome (initially in southern Sartar, now
> a little further south) isn't where the religion originated, but rather
> where the Yelmalions were booted out of Sartar proper to.

Here I disagree. Tarkalor used the invention of Yelmalio to conquer the Kitori during Saronil's or Sarotar's reign.

End of Glorantha Digest V2 #18


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