Bell Digest v930424

Date: Sat, 24 Apr 93 17:15:20 +0200
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 Apr 1993

This is the automated Daily RuneQuest Digest.

Send submissions only 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 
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RuneQuest-Digest-Editor@Glorantha.Holland.Sun.COM.

						-Henk Langeveld
--
Send Submissions to: 		    	
Enquiries to:		  
The RuneQuest Daily is a spin-off of the RuneQuest Digest and deals
with the subjects of Avalon Hill's RPG and Greg Stafford's world of
Glorantha.  			 Maintainer: Henk.Langeveld@Sun.COM

---------------------

From: STEVEG@ARC.UG.EDS.COM (Entropy needs no maintenance)
Subject: Re: RuneQuest Daily, Fri, 23 Apr 1993, part 3
Message-ID: <01GXCG35TUC2002LSW@UG.EDS.COM>
Date: 23 Apr 93 02:15:56 GMT

Some good Friday p.m. cynicism...

>> I just think this 'we can't do it if there are no scenarios' policy is like
>> tying your hands behind your back.

Hearty agreement.  I would - at a pinch - buy a book of which half was
new cults & half old; I haven't bothered with RoC because the new
stuff is only the adventures which I wouldn't have any use for.

>> If I start a new Glorantha campaign I think I'll set it somewhere that
>> hasn't and probably won't be detailed.

Like anywhere outside Prax (you try finding much detail even on Sartar!)

---------------------

From: awr0@aberystwyth.ac.uk
Subject: Incorporating other magic systems
Message-ID: <9304231633.AA29002@decb.aber.ac.uk>
Date: 23 Apr 93 18:33:56 GMT

I'm sorry. I don't believe in that, it would be silly, what would be
the point.  I like the system that's available at the moment. Why
bugger it up by adding 4 different magic/psionic systems just to
please those who like the mechanics of RQ but the power of AD&D/Some
other system. Although I would suggest that Sorcery is dumped. (To be
replaced by my version :->)

Could somebody suggest to Greg Stafford that he gets a email account
for this digest. He may actually find it useful. (I know somebody said
he is very busy, but he doesn't have to read it all the time.)

RQ4 >>> Where to start. Firstly, RQ 2 is simple, it is recommended and
in my opinion makes the player more of a Roleplayer rather than a
Rollplayer. One thing that has to be done when developing RQ4, is the
recognition of certain skills that are the domain of the player, and
that any skill should only support the player. (i.e. Use of the
Bargain skill allowed only if the roleplaying was decent with +/-
modifier for good roleplaying.) There is only so much that can be
done. I think RQ4 should look to the simplicity within RQ2 and take
the golden nuggets from RQ3.

One thing to seriously consider, is a decent quality sturdy RULEBOOK,
the covers for the RQ3 boxed set books are a pile of shit.  Keep the
seperation of the books as it allows players to refer to different
sections at the same time, but if the covers are going to be made from
toilet paper then I prefer one big book with a sturdy cover.

Adam Reynolds

Ps : I apologise for swearing, but there are certain things about RQ3
that really gets me into `beserker mode.

---------------------

From: peterw@computer-science.manchester.ac.uk (Peter Wake)
Subject: Re: RuneQuest Daily, Fri, 23 Apr 1993, part 1
Message-ID: <9304231656.AA02622@r2k.cs.man.ac.uk>
Date: 23 Apr 93 16:56:39 GMT

With regard to the odd little question included in the last digest...

I was the one who put forward that Orlanth and Argrath are noe and the
same.  After re-reading the 'battle of clastle blue' I am even more
convinced - though this Orlanthi version sugests that the Red Goddess
was first to break the compromise.

Another item related to this theme is the 'strange fragment`
apparently written by Orlanth where he referes to owning a 'steel`
sword.  His battle with Magasta is sort of similar to Argrath's
avoidance of Magasta's pool when he meets Harrek the Berserk - perhaps
something is missing from one version.

Of course there are many other things that Orlanth and Argrath have in
common.  Argrath relives the life of Orlanth all too well.  The only
thing he doesn't seem to do is kill Yelm.

Arkat...

Well I don't think that Argrath = Arkat but I do think that Arkat
might be Gbaji :-) Seriously, Argrath follows the ways of Orlanth in
every way but Arkat does nothing of the sort.  Furthermore we believe
that Arkat didn't come from Sartar or even from an Orlanthi culture.
Argrath became king and ruled a kingdom for many years, like Orlanth
the king, Arkat did not - I could go on.

Since Arkat's final battle with Gbaji neither Arkat or Gbaji has been
forgotten, so I suspect that neither was ultimately victorious.  Of
course the idea that Arkat was illuminated is well known.  I suspect
that Arkat was the flip side of Gbaji/Nysalor: the checks and balances
factor and that he was created as a consequence of the Gbaji creation
ritual.

Well in the end all heroes are the same guy with a different hat on,
Arkat, Snodal, Argrath, Orlanth or whoever - all that changes is the
aftermath.
--
Peter Wake

---------------------

From: brandon@ncbi.nlm.nih.gov (Brandon Brylawski)
Subject: Re: RuneQuest Daily, Fri, 23 Apr 1993, part 1
Message-ID: <9304231712.AA15594@caldonia.nlm.nih.gov>
Date: 23 Apr 93 17:12:36 GMT


Loren Miller writes:

>Basically [two nasty Humakti] went and killed a lot of people for no reason. 
>While I don't think this matches the Orlanthi version of Humakt, IMHO it
>matches the Kingdom of War's vision of Humakt. Don't tell me that Lord
>Death on a Horse would disapprove of their actions. You may find that
>Humakt as worshipped in the Kingdom of War does not have access to the
>Truth rune, or if he does then honor is defined utterly differently
>(though he would still have geasa and gifts).

Becasue of the Syndic's ban, we never found out as much about The
Kingdom of War as I would have liked, but I also got the strong
impression that the truth rune was "broken", if not missing. We also
heard that Tap was used freely by the rulers in the Kingdom on
unwilling subjects, perhaps for enchantment purposes. Certainly Humakt
there has repudiated Orlanth both as brother and sovereign, and has
neither the Orlanthi concept of Honor nor that of most Humakti in the
dragon pass area.  There was one Sword Lord that I heard a good deal
about and met once while in Esrolia, a man (term used advisedly) named
Tannhauser. This rune lord followed the Death rune very closely,
almost to the exclusion of the Truth rune, and had quested for mastery
of Death so powerfully and singlemindedly that he was more of an
automaton than a person, speaking very little and (I am told) behaving
at times unfathomably. A still, cold figure in black plate and
greatsword, he seemed like an animate statue at times. I am told that
the Esrolian authorities required him to enter and exit the city only
along certain specified paths and to confine his activities to certain
areas, because wherever he walked, all the plants would sicken and
die.

Brandon Brylawski

---------------------

From: tjc@insignia.co.uk (Anthony Cunningham)
Subject: Courtesan Skill
Message-ID: <7551.9304231617@piglet.insignia.co.uk>
Date: 23 Apr 93 16:17:03 GMT

>From: seh0@aberystwyth.ac.uk
>Subject: Cults book
>Message-ID: <9304221359.AA10887@deca.aber.ac.uk>
>Date: 22 Apr 93 15:59:40 GMT
>
>PPS The Courtesan skill sucks.  Do we really need this skill?  I mean, really,
>the description of this skill is the kind of thing that makes critics of 
>roleplaying nod their heads and mutter "We ought to protect our children from 
>this".

Fuck 'em.

Seriously though you will never please these people by ammending the
rules.  Eventually you will end up with a game where all you do is go
to church and sing songs about jesus. That's not what I play RQ for.

Actually this gives me an idea. Could we introduce a xian taint a la
chaos?  Those afflicted would be marked by a large glowing fish tattoo
on their heads and a marked desire to run other peoples' lives.  T

----
Tony Cunningham, Insignia Solutions. tjc@ed.ac.uk or tjc@insignia.co.uk

This explains a lot about me. I thought it was the heavy drinking, the
late hours, the barking mad women, the lying around in bed reading novels and
eating Nescafe out of a jar with the  spoon. But it's because of the Mac.

---------------------

From: henkl@glorantha (Henk Langeveld - Sun Nederland)
Subject: Re: illumination
Message-ID: <9304232112.AA25888@glorantha.Holland.Sun.COM>
Date: 24 Apr 93 01:12:30 GMT

> 
> Henk says that being illuminated may make you suspect to Storm Bull
> worshipers.

That's what I said, yes.

> I disagree, since being illuminated is the only means by which you can
> spot other illuminated people.  Thus only an illuminated Storm Bull
> will be able to tell that you are also illuminated and is he/she going
> to be particularly botherd ?

You're right in saying that Illumination can not be detected by Storm
Bulls who really care.  I was not thinking about detection.
Illumination is not something you tend to announce publicly.

Even the rumor that you're Illuminated could get you in trouble...

> ----------------------------------------------------------------------------
> David Ingram
> 
--
Henk.Langeveld@Sun.COM/_________________/System and Network Administrator
Sun NL - Information Resources____________disclaimer: My words, not Sun's
[For info about the RuneQuest mailing list: |TM:  RuneQuest  is a  role-]
[RuneQuest-Request@Glorantha.Holland.Sun.COM|playing game of Chaosium/AH]

---------------------

From: trystro!rune@Think.COM (Peter Maranci)
Subject: Storm Bull Lite
Message-ID: <9304232330.AA01945@Early-Bird.Think.COM>
Date: 23 Apr 93 23:04:58 GMT

Henk Langeveld wrote:

HL> > Taking a Chaos feature voluntarily or becoming Illuminated
HL> > marks you permanently as Chaos-tainted.
HL> 
HL> Illumination does not make you "Chaos-tainted", but it'd make
HL> you suspect in the company of Storm Bull initiates.

How would the Storm Bulls *know*, Henk? 8^>} After all, you can't
sense Chaos in an Illuminated person. And I doubt many SBs are bright
enough to notice that a companion is asking Socratic questions -- even
if one were stupid enough to do so around them.

Let's face it. Storm Bull worshippers are probably drunk 99% of the
time anyway. 8^>}

								-->Pete
----------------------------------------------------------------------------
Peter Maranci
trystro!rune@think.com   or   rune@trystro.uucp   or    pete@slough.mit.edu
"Hey! Your Tien fell in my Atyar!"  "Well, your Atyar got in my Tien!"
Thanatar -- two great Chaos Gods that go great together!

---------------------

From: mfp0@aberystwyth.ac.uk
Subject: I'm NOT a vegetable!!!
Message-ID: <9304232334.AA16396@deca.aber.ac.uk>
Date: 24 Apr 93 01:34:40 GMT

		The History of Whisper-wind Oakheart

The following is a record of the life of Whisper-wind Oakheart, an elf
who was born (grown) in the Stinking Forest.
	
There may be a few gaps in this account and some things may seem a bit
disjointed or not make chronilogical sense, but a lot of this happened
over a year ago real time and I'm having a little trouble remembering
it.  Maybe Steve (seh0) will help me, anyway, I'll do my best :)

After numerous false starts, I have decided to write this in the form
of a diary, 'cos it's easier that way and probably more interesting.
Another thing that I might do, suggested by Adam just now while he
looks over my shoulder and discusses rune spells of Issaries with
Steve, is a sort of psyco- analysis of various situations and the way
he felt etc.... just a thought :) see how it goes :) Mark "Gimme a
spade!  Gimme blade sharp 4!" Plowman.


	THE BEGINING (for lack of a better title)

Today I got my first job in the world outside the Stinking Forest.  I
mean, I spent 5 yEars with the 1st Cavalry Corp but this is different.
No orders, no barracks, doing what I want to do and being seen as an
Elf, not just a soldier.  The job is a Scout for a caravan belonging
to one Joh Mith, I Think he's a human, I didn't actually meet him,
just someone who works for him.	Anyway, I meet tomorrow at dawn with
the rest of the caravan.  I wonderwhat the other guards are like.

	THE NEXT DAY (I GUESS)

, the first day is over and I'm supposed to be sleeping before my
watch but I don't feel too much like sleeping right now.  I've met the
other guards and also Joh Mith.  He is human but doesn't seem a bad
sort.  Of the others, well, I guess I'll fit in eventually.  They are
a mixed bunch, a dwarf, 2 humans, a Dragon Newt, the first I've ever
seen, a huge green fellow who rides point for most of the time, and a
Troll!  Aldrya forgive that I should ever consider _him_ as a comrade!

I don't know much about the dwarf, he ignores me as much as I ignore
him, for which I'm thankful, I can't stand the way they talk and the
way they clump about as if the rock and earth and everything was made
for them. About all I know is his name - Marg Of the two human guards,
I get on best with the Humakti called Ulrith Gryphon-friend, so called
after an encounter he had on a journey to Pavis, he seems a friendly
and honourable sort, I like him.  The other human, one Rasten
Sharpsword, also a Humakti, (Ulrith told me that Rasten was his
sponsor) is less friendly, although his comments throughout the day
were against elves in general rather than just me.  Maybe he is just
testing me.  The Trolls name is Zig-Zag, though I deem it unworthy for
it to be even written in the dirt, were it not for the fact that we
are working for the same employer, I would kill him, silence forever
his crude comments about Troll-ball, he even plays in a team, so he is
so eager to tell me anyway.  I do not feel safe with him on watch.

The most curious is the Dragon Newt, Thalran Korisha, who, for all his
great size and strength, is at least my equal in scouting and I am
beginning to think, my superior.  He is the obvious choice to ride
point though, I have never seen one being carry so much armour and so
many weapons, a formidable foe indeed.  I am glad he is on my side.

That's all I know about the others so far, we didn't really have too
much time to talk, there was a lot of work to do getting the wagons
started and moving, the snow was making things difficult.  Most of the
time I spent riding up front with Thalran while he showed me 'the
ropes'.  We've had no trouble so far but I think Mr Mith is expecting
things to become more 'interesting', as helput it, as we draw closer
to Gryphon Mountain.  Maybe we'll meet some of Ulriths friends.


COMMENT: Well, that was the first day of Whisper-winds adventuring
career, of course, the actual session continued for longer than this
but I thought this makes a good break point.  Especially since my
finals start in 6 days time. eek!Anyhow, as you can see, Whisper-wind
would seem to have a few problems with the party at the moment,
especially with the Troll.  Of the characters there at the moment, Joh
Mith, Zig-Zag and Rasten are NPC's.  As this is his debut as it were,
Whisper-wind hasn't really developed a character yet nor a place in
the party.  But don't despair, without giving too much away, out of
the original party he is one of only three that have survived from the
beginning, and we did sorta have a high turn-over in characters, and
is now a pretty important member.Like I said though, I don't want to
give too much away and I'm not sure if this is the kind of thing that
is wanted here so let me know what you think and maybeI'll find
another break between revision sometime :

	Cheers        
	   Mark

"Why does everyone dive for my legs when the shout 'HIDE IN COVER!' is
heard?"


p.s. I guess I'll be lynched for this if my players ever find out that
I said this, but they won't so I will.  I've run AD&D for many, many
MANY years and have been deeply involved in the local club, running
games and participating in the Student Nationals, and I have to admit
that nowadys, I avoid running it 'cos runequest is SOOO much better.
There, I've said it and I've not been struck down by a bolt from
Elminster. HAH!  Confession over.

LONG LIVE RUNEQUEST!!! whatever format or roman numeral it's in!

---------------------

From: seh0@aberystwyth.ac.uk
Subject: Well it was big.....
Message-ID: <9304240004.AA17719@deca.aber.ac.uk>
Date: 24 Apr 93 02:04:15 GMT

Here is the improved mail version of Kartorak and Cernein.
Comments/questions will be welcomed.  Only one thing I personally seek
from this.....does anyone have a complete set of lyrics for the Ballad
of Davy Crockett?  If so, could you send them to me?

It would be appreciated.

Better Red Than Dead
Stephen M Hunt

---------------------

From: tzunder@cix.compulink.co.uk (Tom Zunder)
Subject: Sartar mainly
Message-ID: 
Date: 24 Apr 93 10:07:00 GMT


Sartar mainly

I see Sartar as being Viking/Anglo Saxon in style of dwellings and dress.

I would happily buy (and so would my RQ pals) a Cults only book. I
like scenarios but don't play them. Other companies proiduce support
material without scenarios. I also liked Troll Realms and would like
to see more paks like that.

I agree about being Gregged. I was Gregged on Third Eye Blue. I read
all I could find, asked for help, got none and then had my cult
destroyed because "Greg once said whilst pissed at CliqueCon 1483.."

I think the fact that there is no good clear tribal map of sartar is
pathetic and brings into question what Chaosium have been doing all
these years. All we need is a map and a simple listing of tribes and
who likes who as a tribal hostilioty vtable. Afternoon's work.

The more I think of this the more it pisses me off actually.


--------------------------------------------------------------------
                                        tzunder@cix.compulink.com.uk 
                                                   How Illuminating!
--------------------------------------------------------------------

---------------------

From: awr0@aberystwyth.ac.uk
Subject: AH and RQ
Message-ID: <9304241252.AA22683@deca.aber.ac.uk>
Date: 24 Apr 93 14:52:39 GMT

What seems to be happening on this discussion is the criticising of
AH, particularly aimed at Ken Rolsten. I would like to have his view
point on the various topics that are comming up concerning RQ. As far
as I can tell they cover these areas:

1 : The lack of 'modularity' within products. The products being
incomplete in there information, having the right info but this info
would better serve the public if it was placed in a seperate product.
The lack of info/detail.

2 : The quality of the productions. In particular, the strong hints
about RQ4 being printed with a cover which will last.

3 : The recognition of some of the early work in the life of RQ which
MADE Runequest, and the yearning to have some of the best bits
published again.  This also seems to hint towards RQ looking back to
what it was, and asking the question, 'How can we return to those
times when we were the best?'.

Anyway, this argument can go on and on and on and on. What is needed is some 
input from somebody who 'has their finger on the pulse'. In otherwords, 
Ken, what is going to happen with RuneQUest? Is it lack of resources (
People, time, money) or just a careful strategy? Do you want writers? 

Ok, onto the future. Products that I think would do well.

1 ; The Rubble : Containing detailed write-up of the rubble and Pavis,
		with modular adventures that aren't really too connected to 
		each other. 

2 ; Cults of Prax(Whatever) ; Containing ALL the Lightbringer cults
and the cults from the old CoP with possibly the Lunar pantheon as
well.  Supplied with this, would be the statistical data for the
towns/tribes etc giving the strength of dominant cults within them.
Maybe a map with tribe/city boundaries.

3 ; Cults of Terror ; Maybe this doesn't need reprinting, but
something needs to be done. For adventure design, this book is
crucial.

Combining 2 + 3 would probably be reasonable, but then I would expect
a boxed set. The combination of Adventures with reference material
such as 2+3 is probably not a good idea if the adventures were within
the same books.  2 + 3 would be bought for the cults within, not the
adventures. If AH stops and actually looks at sales, I believe Elder
Secrets sold very well.  That had no adventures in it, all it had in
it was material that any player could buy and read, comming away
knowing more about Glorantha and how to play characters within
Glorantha.

If Greg can knock out KoS, which is very difficult to abstract info
from when attempting to design adventures, producing a enhanced Cults
book is will be no problem. The Rubble needs to be produced. You have
produced the basic enticer in RoC, but is that gonna be it? Looks like
I'll have to write my own rubble.

Adam Reynolds
'FLAME FLAME FALME, ouch that hurt, oh well down goes another Fireblade.'

Ps: What is really needed is for everybody to go down a pub and get drunk. 
PPS: How bout us all meeting up at Convulsions 93 (If there is one!!)

---------------------

From: awr0@aberystwyth.ac.uk
Subject: Yes it's me again
Message-ID: <9304241343.AA17630@decb.aber.ac.uk>
Date: 24 Apr 93 15:43:14 GMT

I am quite willing to put together a comprehensive Cult book for the
net. If anybody has a number of cults they have typed in and can mail
me them, I would be very interested. If you send me your cult please
tell me the author of the cult. Once I have a decent number of cults
together, I will send them to the digest.

I'll probably type in Panash from Candlefire although the copyright
may cause a problem. I'll have a look into that. I don't see why, if
you have a version of a cult which has been recently published, I
shouldn't put it in the cult book.

I would like to contact people who have written cults for ToRM or any
other magazine, and if you are reading this and you are such a person,
could I ask you to send me a script of the cult?

Thank you for your help in this. The cults will be compiled and
latexed and I'll then attempt to upload them to a ftp site somewhere.

Adam Reynolds
'Look, can we get back to the game here, this isn't the movies, it's real 
life!' - quoted from myself by myself somewhere in Snakepipe Hollow

---------------------

From: seh0@aberystwyth.ac.uk
Subject: Get ready for a big mail......
Message-ID: <9304240002.AA17658@deca.aber.ac.uk>
Date: 24 Apr 93 02:02:41 GMT

\documentstyle{article}
\title{Cults of Steve }
\author{Stephen Hunt}
\begin{document}
\maketitle
\newpage
\tableofcontents
\newpage
\section{\bf Cernein}
Written by Kevin Burke and Stephen Hunt.
\subsection {\bf Mythos and History}

Cernein is the son of Aldrya and an unspecified war god, born during the
confusion of the Gods age.  Disowned by his mother, who rejected his 
existence because of the nature of his father, Cernein wandered the lands
of the world as a nomad, always alone.

It was during the time of the Storm Age that Cernein finally found a 
companion, lying within the forests of Prax.  She was a child of the 
race of Man, who had been rejected by her parents, and thus had no name.
He gathered her to him and swore to protect her.  She is known within 
the cult as Ral-Cernein (Bride of Cernein).  Throughout the turmoil of 
the times that followed, he fought to protect her, and she bore him a
son, called Jordan.

With the destruction of the forests of Prax in the battle against the Devil,
the group fled north, and took up new grounds in the Stinking Forest.  He 
gathered about him there a number of refugees from the conflicts of the 
world, and was able to heal the rift between himself and his mother, who
accepted him back into her fold.  Those who stayed with Cernein built up
the forest as a stronghold against the dangers of the world, a sanctuary
where they might never be disturbed again.  Once this was done, Cernein left
the woods in the hands of his son, and travelled throughout the world from
forest to forest, leaving parts of his essence behind wherever he went. 
Since that time, he has not been seen, although rumour persists that he 
still wanders the world in the guise of a brown-robed trapper.

Cernein is associated with the Runes of Life/Fertility, Earth and Stasis.
\pagebreak
\subsection {\bf Organisation}

Each of the cult's temples has authority over the section of forest or wood
that they cover.  Their duty is to protect the wood from invaders and attempt
to increase the area that it covers.  These temples are called Wood Halls.
Each of these Halls work in co-operation with each other.

The main shrines of the cult are to be found in two places.  The Great Hall
is located in the Stinking Forest, at the site of Cernein's original seat
of power.  The second shrine is a solitary tree located in the Plains of Prax,
called the Place of Birthing.  This is where Cernein delivered his son, and
is revered as a holy place.

The cult holds regular festivities on Clayday of Fertility week throughout
the year, and has its High Holy Day on Clayday of Fertility week in the Earth
season.

\pagebreak
\subsection {\bf Nature of the Cult}

Cernein fills the role of a war-like protector of the forests.  He is 
traditionally strong where the elf population is low, when humans must 
undertake the protection of the forest and its inhabitants.

Traditional enemies of the cult are chaos, and trolls are also disliked 
because of the way they abused the woods during the Great Darkness.  Fire
deities are mistrusted, and Oakfed is particularly disliked because of 
the destruction he wrought upon the Praxian forests.

Allies of the cult are Cernein's mother, Aldrya, and Storm Bull, for the 
wounds he inflicted upon Oakfed.

\pagebreak
\subsection {\bf Lay Membership}

Membership is open to all who show concern for the welfare of the forest.
Trolls and chaos creatures must prove their worth if they wish to join, this
is at the discretion of the individual priest (and therefore the GM).  No
payment is required.

A lay member is expected to report to a superior any attacks on the forest and
attempt to stop such a desecration themselves if at all possible.  They must
also sacrifice 1 point of POW every cult holy day.

Lay members will receive no mundane benefits from the cult.  The cult is not
large enough to sustain members by offering food and board.

Skills that are taught for half-price to lay members are Identify Plant,
Tracking, Camouflage, Trap Set/Disarm, and Speak Earth Tongue.  All other
skills are at half cost, except for the skill of Pick Pockets, which costs 
double.

No spells are available at a reduced cost to lay members.  However, the spell
of Ignite costs double to learn, and the spells of Fireblade and Firearrow are
prohibited.  Any lay members who know these spells will forget them, such is 
the power of Cernein.

\pagebreak
\subsection {\bf Initiate Membership}

A candidate for Initiation into the cult must have been a lay member for a 
year.  In addition, they must also be at 50% in three of the following skills:

1 from Bow, Crossbow, Staff Sling, Sling, any others from Tracking, Camouflage, 
Hide, Move Quietly, Listen, Climb, Trap Set/Disarm, Staff Attack, Axe Attack,
Staff Parry, Axe Parry.

In addition, the candidate must pass a test that may be abstracted as
(CHA + POW)/3 + 1% per 100L + 1% per point of skill percentage over 60 in 
the skills listed above.

The initiate must pledge to protect all forest creatures, and may only hunt 
and kill for food.   In return, the benefit will always know which direction
is north when in the forest, and may take part in The Wild Hunt (see later).
They must also pay 10% of their income to the cult, and have the same
POW sacrifice requirements as lay members.

Initiates may learn the same skills as initiates at half cost, and in addition
may learn the skills of staff, axe, staffsling, bow, hide, move quietly, climb
and listen for half-price.

The spells of speedart, multimissile, extinguish and xenohealing will be taught
to initiates at half-price, as well as the special cult spell Woodcharm.

\subsubsection {\bf Woodcharm} 

Temporal spell, variable, stackable

When cast on a wooden weapon, this spell gives it 1 AP, +1 damage and +5% to 
hit.  This also counts as a healing spell for trees.  Each point cast counts
as 1 point healing.  A snapped branch would require a 6 pt Woodcharm in this
situation.  The maximum level for this spell varies with the level of the 
member.  An initiate may learn 4 points, a Forest Lord 5 points, a Wood Mage
6 points, a Lord-Mage 7 points and a High Priest has no limit.  This is 
incompatible with Bludgeon or Bladesharp.

\pagebreak
\subsection {\bf Rune Lord Membership (Forest Lord)}

A candidate for Rune Lord Membership must have been an initiate for a year, and
must have five skills at 90% from the list presented in the Initiate section.
They must have a POW of at least 15, and pass a test abstracted as (CHA +
INT + POW)/3 x 5% plus bonus points for special deeds etc.  He must have the
skills of track, hide, move quietly, trap set/disarm, staff, and axe at least
at 50%, and must know the spells Woodcharm 2 and Xenohealing 4.

Once he has qualified for Forest Lord membership, the individual will receive
a set of wood studded leather, with permanent Woodcharm 3 cast on it.  This 
acts as 8 point armour everywhere, Enc as 2pt leather.  They will also 
receive either an Iron Axe, or a Staff with woodcharm 2 on it.  This will
require 1 point of permanent power, unless the staff is used, in which case it
will cost 2 pow.  The Axe has 2 extra APs due to Woodcharm 2 being permanently
cast on the haft, and the staff will have +4 damage, +4 AP, +20% to hit.
This is lost if the staff is ever broken, and these effects are incompatible 
with Bludgeon.

A Forest Lord may allay a spirit.  This is normally placed in his weapon.
However, he may place it in a summoned familiar (See Familiar table in Wood
Mage section).

A Forest Lord has a chance equal to his POW x 1% to calm an attacking woodland
creature.  He will always know the approximate distance and direction of water
in the forest.  He can find berries and nuts to feed on no matter what the 
season.  If he is the senior Lord in attendance, he may also lead the Wild
Hunt.  The cult will add 5000L to a Lord's ransom or will attempt to rescue
any Lord in trouble.

A Forest Lord's Divine Intervention also works slightly differently.  When he
calls for Divine Intervention, 5% is subtracted from the roll if he is in a
forest.  5% is added, however, if he is outside of the forest.

A Forest Lord must give 90% of his income to the cult, he must also pledge to
risk his life in order to preserve the forest, and he must obey the orders of 
the High Priest.  He must sacrifice 3 points of POW each cult holy day.

\pagebreak
\subsection {\bf Rune Priest Membership (Wood Mage)}

To qualify for Priesthood, the candidate must speak Earth Tongue to at least
80%, have been an initiate for 2 years, and have a 75% skill in staff.  They
must possess the spells of Xenohealing 6 and Woodcharm 2, and must pass a 
test that may be abstracted as (POW + CHA)/3 x 5%, with 1% added for every 
100L donated to the cult, and good deeds also being considered.

The Priest may ally a spirit which is bound into a randomly determined
creature.  Each creature has an effect on the mage, as illustrated in the 
familiar table below.  If this familiar is killed, the Mage loses the
benefits, retaining the disadvantages, and is immediately demoted to 
initiate.  He may try for Forest Lord, but may never again become a Wood
Mage.

Unlike many Priest occupations, a Wood Mage may sacrifice for a set of
wood-charmed armour and a wood charmed staff, as a Forest Lord does.  This
will cost him 2 points of permanent POW.  

A Wood Mage must give 90% of his income to the cult, and must pledge to 
protect the forest at all times.  He must obey the High Priest, and is 
limited to his Dex x 5% in weapon skills.

The following Rune spells are also available to Cernein mages.  All 1 and
2 point spells are available, plus summon small and medium gnomes.  The 
following cult speciality spells are also available.

\subsubsection {\bf Animal Telepathy}

1 point spell, duration 15 mins, range 100m, reusable, stackable.

This enables mind speech with natural animals.  The individual casting this
spell may engage in a dialogue with the animal, may attempt to persuade them
to do things, ask questions, etc.  The animal involved is not forced to do 
anything, and may have an entirely different perception of events to the 
human perspective.  Each point that is stacked permits discussion with
double the number of animals.

\subsubsection {\bf Wood Warp}

2 point spell, duration 15 mins, range 40m, reusable, stackable

This spell turns a piece of wood against the target of the spell.  If this is a
weapon, the target is at a -25% chance to hit, -3 damage, double the normal 
chance of fumbling and, if the target does fumble, 25% is added to the roll.
The spell requires a POW v POW conflict if the targeted object has a spirit
bound into it.   Woodcharm, at twice the points of POW in Wood Warp, will 
counteract this spell.

\subsubsection {\bf Ripen}

1 point/2 men fed, instant, range 100m, reusable, stackable

This spell, when cast in a forest, will cause a plant to ripen and produce food
immediately.  A small bush will give enough food for 2 men, a tree will provide
enough for 10.  Per point of the spell cast, enough food for 2 men may be 
created.

\subsubsection {\bf Forest Walk}

1 point spell, duration 15 mins, range 40m, reusable, non-stackable

This spell permits a complete blend-in and soundlessness when moving through
a forest.  This effectively adds 100% to both move quietly and hide in cover
for the individual on which this is cast.

\subsubsection {\bf Plant Resurrection}

2 point spell, duration instant, range 40m, reusable, non-stackable

This spell will act as a resurrection spell for plant life (excluding elves
and their ilk).  The spell is ineffective after a month of death.

\subsubsection {\bf Animal Resurrection}

2 point spell, duration instant, range 40m, reusable, non-stackable

This functions as a resurrection spell for animals (non-intelligent).  It
will only work on creatures of the forest, and only on creatures that have
been dead for less than a week.  If it is used on a dead familiar, it may only
be cast by the priest who lost the familiar.  A POW v POW conflict is 
required, and the caster loses 1d4 CON permanently (lowering their species 
maximum also).  This loss occurs if the caster succeeds or fails.

\subsubsection {\bf Animate Warrior of Wood}

3 point spell, duration 15 mins, range 40m, reusable, non-stackable

This operates as per the Aldrya spell, but it can be cast on any tree.  The
summoned warrior will not venture more than 100m from the forest, and only one
Warrior of Wood may be maintained by a wood mage at any time.

\subsubsection {\bf Create Sacred Grove}

6 point spell, duration permanent, range 100m, non-reusable, non-stackable

This is bought in two 3-point stages.  Buying this spell usually signifies a 
priest is attempting to attain high priesthood status.  Sacred Groves have 3
spirit guardians, and a permanently animated warrior of wood whose function is
to guard the grove.  Wild Hunts are started from these groves.  These places
are the temples of Cernein, and only initiates or higher level members know
of their location.  Lay members will be led blindfold to the location.

\newpage
\subsubsection {\bf Familiar Table}
\begin{verbatim}
d100 roll          Benefits                      Disadvantages

01-10   Squirrel   +10 Climb, Jump               -1 Str, - 1 Con, Sluggish
                   +2 Dex                         in winter (-10% all skills)
11-20   Rabbit     +10 Hide, +2 Move             Timid in battle, vegan,
                   +2 Dex                        -1 Str, -1 Con
21-30   Boar       +2 Con v Poison               Bad temper, chance of berserk
                   +1 Str, +1 Con                in battle (2%/pt damage)
                                                 Poor eyesight (-10% Perception)
31-45   Bear       +2 Str, +1 Siz                Sluggish in winter (-10% all
                   Fur gives 1 AP                skills), grows hairy, bad
                                                 temper
46-55   Stag       +1 Pow, +2 Str                Very proud and headstrong,
                   +1 Move                       -1 Int
56-65   Wolf       +1 Dex, +1 Int                5% chance of lycanthropy*, 
                                                 -1 Cha, devious and mocking
66-80   Badger     20% Track by smell            Poor eyesight (-10% Perception)
                   +2 Con                        -1 Move
81-90   Owl        +10 Spot Hid, Trap            -10% all physical skills in daytime,
                   Night vision, +1 Int          develop big staring eyes, 
                                                 -1 Cha
91-00   Choose
\end{verbatim}


*If the character develops lycanthropy he is instantly put to death by the
cult.  This is presented not so much to inflict on PCs but as something that
is known within the cult.

\pagebreak
\subsection {\bf Miscellaneous}

\subsubsection {\bf The Wild Hunt}

This is held on Cernein's High Holy Day and takes place in the Sacred Time.
Each participant is given one missile of his choice (arrow, slingstone, quarrel)
and this, along with the missile weapon, is the only weapon they may use in
the course of the hunt.

The High Priest then summons a Stag of Cernein, a magnificent white animal, 
which then plunges off into the forest.  After 10 minutes, the hunt leader gives
chase, and a further five minutes later the other Forest Lords, Wood Mages, and
Initiates give chase.

The object of the chase is to kill the stag, but there are certain rules that
must be followed.  No magic may be used, and the stag may only be killed by a
missile shot to the chest.  You only get one shot.  If you miss, tough.   The
stag is constantly on the move and must be chased.

The winner of the hunt receives a gift from Cernein.
\begin{verbatim}
Roll d10

1)         +25% in a cult skill
2)         +25% in a cult weapon
3)         +25% defence (Dodge skill RQ3)
4)         +3 Power
5)         Free Rune Spell (1 point, d6 uses for Initiate/Forest lord,
           reusable for Priests)
6)         Staff with Woodcharm 1 Matrix
7)         Set of Woodcharmed armour (if set is already owned, this upgrades
           current set by two points)
8)         +2 Int
9)         +2 Siz
10)        Staff with Permanent Woodcharm 2 (or upgrade by two points)
\end{verbatim}
\subsubsection {\bf Dress code and songs}

The distinguishing feature of members of Cernein is that all members at all 
levels MUST, repeat MUST wear Davy Crockett hats to represent their allegiance.

Members are also able to recognise each other (as opposed to impostors) by 
singing or whistling the tune of "Davy....Davy Crockett, King of the Wild 
Frontier....."

\pagebreak
\subsection {\bf Associated Cults}

\subsubsection {\bf Aldrya}

Aldrya, Cernein's mother, offers her son the Rune spell of Arrow Trance, in 
order to help preserve the forests.  Cernein has modified this spell in order
to allow the use of slings.

\subsubsection {\bf Storm Bull}

Storm Bull is a great friend because he once wounded Oakfed, who destroyed vast
tracts of Praxian forest, once a stronghold of Cernein.  To this end, Cernein
offers Storm Bull worshippers the Rune spell of Ripen to repay this age-old
debt.

\newpage
\section{\bf Kartorak}
Written by Stephen Hunt.
\subsection {\bf Mythos and History}
In the times of turbulence known as the Lesser Darkness, following
the death of Yelm, the lord Kargan Tor of the Celestial Court faced
Orlanth in battle, and, in the conflict, was dealt a mighty wound.
>From that wound his blood fell out of the skies to the earth.  Where
the blood struck, in the Shadows Dance, it bored a deep pit, known as
the Skyfall Place, at the bottom of which lay an egg.  When this egg
hatched some time later, the figure of Kartorak emerged.  His first
act was to climb out of the mighty pit that his father's blood had
carved.  When he reached the top, he found that the world was just 
giving way to the time of the Birth of Chaos.

Kartorak took upon himself the form of a Full Priest Dragonewt, save
that his skin was a rich crimson, and travelled to the Dagori Inkarth,where he entered an ancient Dragonewt City that was located there at
that time.  There, he took as a mate, the priestess Rashi Taratelessa.However, as Chaos advanced, the dragonewts were forced to take action after a number of attacks upon the city.

It was during one of these assaults, known as the Chaos Harvest, that
Kartorak's mate was slain.  Until then, he had remained passive,
preferring a life of peace instead of giving vent to the war-like
nature that his father had possessed.  When his mate was slain, he
cast aside such thoughts, and, girding himself in appropriate armour,
he gathered about him a legion of the finest Dragonewt warriors and  
rode out to face the Chaos breed that so beset the world.  This 
legion, named the Legion of Order, fought against many of the Chaos 
breeds that had attacked the Dragonewts, and went further to strike
against those that oppressed the young race of man.  They rode in
many conflicts, and their name entered into legend.

As time wore on, however, Chaos grew steadily stronger, and the 
Legion grew weary.  They still rode in the battle of the God's Last
Stand on the Fields of Plenty.  When this battle was lost, many of
the riders had scattered.  The few remaining, still under the 
leadership of Kartorak, fell back to the Spike, where Kartorak met
his father.  When Kargan Tor abandoned his post, Kartorak fought in
his place, but was overwhelmed by the Chaos forces.  As he was 
beaten down, the only surviving rider dragged him away and saved him
from the explosion that sundered the Spike.

As the time of the Greater Darkness arrived, Kartorak found himself
grievously injured, the wounds inflicted by the Chaos had not healed.
He journeyed back to the Shadows Dance, assisted by the last rider,
whose name was Shinoi Issela, and there he rested as the times of
darkness passed.  Shinoi mustered a new Legion, but it was of little
measure compared with the old.  The Legion had only just been 
gathered when Kartorak died, re-emerging as the Inhuman King, although he still suffered from his Chaos wounds.  He continued to nurture his
fellow Dragonewts, and defended them from the wrongs that strayed 
their way.  The age neared its end, and as the world faced oblivion,
Kartorak decided it was time to ride once more against Chaos.  He
met with Chalana Arroy, who healed him of his old wounds in return
for certain favours.  Taking his new Legion about him, he rode into
the midst of the I Fought We Won war.  It was in this last, desperate
battle, that he was finally slain.  In the midst of battle, he 
encountered Thed, mother of the Broos, and rode against her.  She 
struck him down, and infected him with the Wasting Disease.  Before
she could finish him, the remnants of the Legion were somehow able
to intervene, driving Thed back temporarily, and bearing their leader
away.  He died shortly after, bequeathing his position to Shinoi.
At the same time, a great egg hatched in the Dragonewt City, and a
crimson dragon rose and flew north towards the heart of chaos.

Shinoi, who also died as a result of that battle, rose again as the 
Inhuman King, and formed the cult of Kartorak, to honour this
mightiest of warriors.

Kartorak worshippers believe in a cycle of reincarnation ultimately
resolving in one of two distinct ends.  If one achieves greatness,
then he becomes one with the tribal memory and karmic "heaven".
However, if nothing is achieved in one's life, then one's soul is 
forfeit to the void at the site of the Spike.

Kartorak is associated with the Runes of Dragonewt, Change, and
Death.

\pagebreak
\subsection {\bf Organisation}

Kartorak's cult is found throughout the world's Dragonewt Nests, and
is particularly strong throughout the Dagori Inkarth, Prax and Sartar.
All temples defer to the temple of the High Priest, which is in the
Dagori Inkarth.  The cult has one overall High Priest, and numerous
other Priests.  Each temple has one representative of Chief Priest
status.  Other priests are only required to be of Tailed Priest
status.  The only Inhuman King ever to have been of High Priest status
was Shinoi Issela.

The Legion of Order is still maintained, and is based in the Dagori 
Inkarth, although it is composed of the greater warriors from 
throughout all of the Dragonewt nests.  Its leader is always of Rune
Lord status within the cult, and is known as Kartorak's Hand.

The centre of power is in the Dragonewt City in the Dagori Inkarth.
Its holy places are located in several important locations.

The most important shrine is the Skyfall Place, where Kartorak fell to
Glorantha.  It is a place surrounded by unusual magics, and often 
found there are small crystals, called Crystal Tears (see Misc Notes)

The second most important shrine is within the Dragonewt City, where
Kartorak consummated his union with his mate, and where she herself
later died.

A number of lesser shrines are to be found, usually at places where the
Legion has distinguished itself in battle.

The High Holy Day for this cult is Godday of Death Week in the Dark 
Season, at which time Kartorak's death is commemorated.  Regular services
are held on Godday in Movement week throughout the rest of the year, as
well as on Godday throughout the Sacred Time.
\pagebreak
\subsection {\bf Nature of the Cult}

This cult forms, essentially, a Dragonewt Warrior cult.  As long as there
are Dragonewts, and as long as there is the need for battle, this cult
will survive.  Membership in the cult is compulsory in some areas, and it
is prestigious to be an initiate if one is a member of the defence forces
guarding the dragonewt nests.  

Kartorak is opposed to Chaos, especially the Broo, as it is their mother
that is responsible for his demise.  Individual members are expected to
combat chaos whenever it is encountered.  To this end, it has forged close
links with the cult of Storm Bull, and still maintains links with Humakt, 
who fought alongside Kartorak in the Chaos Wars.  He is also allied with
Chalana Arroy, who provided healing for him before the I Fought We Won war.

\pagebreak
\subsection {\bf Lay Membership}

All dragonewts may become lay members if they so wish.  Other races are
not permitted to join as dedicated members, but may be bestowed the title
"Friend of the Dragon" which incurs the same benefits as lay membership.
To qualify for the title, the prospective candidate must prove their 
affinity by an act of bravery or loyalty.

Lay members must sacrifice 1 point of POW every holy day and 2 points every
High Holy Day.  Also, lay members are required to aid fellow dragonewts 
whenever possible.

Lay members may claim free board and lodging in any temple, in return for
giving service to the temple.  They may also receive free healing.

Skills that are taught for half-price to lay members are bastard sword
(the weapon once used by Shinoi Issela), bow, javelin, short sword, Hide
in Cover, Move Quietly, Camouflage, Ride, Read/Write Own Language.  However,
the skills of Mace and Lock Picking are double the normal cost.  These skills
are unworthy of the devout Kartorak worshipper.

Lay members may also learn the spells of Bladesharp, Speedart and Healing for
half-price.  Dullblade and Bludgeon are double cost.

\pagebreak
\subsection {\bf Initiate Membership}

To qualify for Initiate status, a dragonewt must be of the second stage, and
have been a lay member for at least a year.  Outsiders may qualify for the
rank of "Dragon's Tooth", which confers the same benefits as initiate status,
if they perform a major act of kindness or self-sacrifice for the cult (such
as saving a temple, or bestowing an artifact).

An initiate must sacrifice 2 points of POW every holy day and all but 1 point
of POW on the cult High Holy Day.  They must attend cult functions if at all
possible, and must also give 10% of their income to the cult.

In addition to the benefits gained by lay members, initiates may also learn
the spells of Fireblade, Repair and Shimmer, all at half-price.  The spell
Bludgeon is prohibited from this stage, although it is not forgotten yet.

Initiates may also sacrifice for one-use Rune magic, should the priests
decree that they are worthy.  If the initiate has not achieved anything of note
then this is abstracted as a test of the average of POW and CHA times 5 or
less on D100.

Initiates are also expected to defend their nest to the best of their ability.
Cowardice is an offence that gives grounds for expulsion from the cult.  Of 
the very bravest initiates, a very small number may ride with the Legion of
Order, should there be a place for them within the formation.  To qualify for
this, an initiate should have shown real dedication to the cult.

\pagebreak
\subsection {\bf Dragon's Fist (Rune Lord)}

Rune Lords are accepted from the third stage onwards, although exceptional
second stage dragonewts do sometimes qualify.  The prospective Rune Lord must
have been an initiate for at least a year, and have a POW of 15+.  He must 
also have 90% skill in 5 of the following skills:

Klanth, Bow, Javelin, Shortsword, Pole Axe, Ride Demi-Bird, Move Quietly,
Hide in Cover, Camouflage, Read/Write Own Language and Tracking.

Finally he must pass a test, which is abstracted as rolling under the average
of his POW, CHA and INT times 5 on D100.  These chances may be improved by
adding 1% to the roll for every 100L the candidate donates to the cult.

A Rune Lord must provide his own Iron to enchant as armour if he wishes to
possess such armour, but qualifies for an allied spirit.

Rune Lords may also claim more luxurious board at a temple, and often have
greater influence when selecting a mate.  They may also learn the spells
of Bladesharp, Mobility and Repair free.  In addition to these benefits, the
Rune Lord has the usual Divine Intervention that is available.

A select number of Rune Lords belong to the Legion of Order.  To qualify for
this, unless the cult is in difficult times, which it is currently, a Rune 
Lord must have proven his ability and been at that level for at least a year.
The current leader of the Legion is a Rune Lord-Priest of the cult.  At the
moment, any Rune Lord may ride with the Order, at the expense of some of 
the greater initiates who ride with the Legion.

Rune Lords must sacrifice the same amount of POW as initiates, and pledge to
defend their nests to the death.  They must also fight all incarnations of 
chaos whenever they are encountered, although they may retire to summon up
suitable reinforcements.  Kartorak is not a foolish god.

Rune Lords must also make a pilgrimage to the Skyfall Place once a year, and
re-pledge their allegiance to their lord in a special ceremony.

\pagebreak
\subsection {\bf Dragon's Heart(Rune Priesthood)}

To qualify for Priesthood, the applicant must be at least a Tailed Priest, and
must possess 90% in Read/Write Own Language, and have a POW of 18+.  They 
must also pass the usual test.  They may receive an allied spirit and can 
gain Rune spells as per normal.  Also, Kartorak priests are not limited to
Dex x 5% in their weapon skills, but may progress as a Rune Lord.  This is
because of the number of occasions on which a Kartorak priest may be called 
upon to fight.

Kartorak priests have access to all standard spells.  In addition to this, they
have a number of cult speciality Rune spells.

\subsubsection {\bf Dragon Hide} 
1 point spell, duration 15 mins, range touch, reusable, stackable up to 4 pts

This spell is effectively a variation on Shield.  Each point of the spell 
serves as a 2 point Protection spell, but it does not provide the Countermagic
element of Shield.  Instead, the caster is rendered immune from all forms of
fire damage.  

\subsubsection {\bf Summon Dream Dragon}  
4 point spell, duration 15 mins, range 60m, reusable, non-stackable

This is fairly self-explanatory.  It summons up a dream dragon, in the same
manner as other cults summon elementals.  This dream dragon will fight for
the caster until the end of the duration, or until it is destroyed.  It is said
that the dream dragon that forms is one that springs directly from Kartorak's
sleeping mind.  The dragon will be of (1d20)d6 size and its other attributes
will be generated accordingly.

\subsubsection {\bf Flight of the Dragon} 
4 point spell, duration 24 hours, range self, non-reusable, non-stackable

This spell, little used by the cult, enables the caster to fly at movement
class 20 for up to 24 hours.  During this time, the caster may communicate
mentally with one of the ancient dragons on certain topics.  The details of
this are somewhat vague, as few have ever performed this act, and fewer still
have passed on any details of the event afterwards.

Also the spells of Prehealing (a 3-point Rune Spell), and Dragon Breath
(1 point) are available through the cult.  These spells were first printed in 
Wyrms Footnotes.

\pagebreak
\subsection {\bf Subservient Cults}

\subsubsection {\bf Rashi Taratelessa}

Kartorak's mate is now the cult spirit of retribution.  Should an apostate
ever approach a Dragonewt nest following his treachery, then she will attack
in spirit combat with a POW of 30, casting the same spirit-defensive spells
as the apostate does.  She will cease the attack when the apostate runs away 
or when he is slain.  This will happen every time the apostate approaches 
until he reaffirms his faith.

\subsubsection {\bf Shinoi Issela}

A splinter group of the main cult still reveres Shinoi Issela, the last rider
of the first Legion.  Worshippers of this faction follow all the regulations
of the cult, but aim solely to ride with the Legion, and wear a special 
uniform bearing the mark of a Dragon's claw to signify their allegiance. Many
of this faction also choose to wield a shortsword as their main weapon, as 
this was the weapon of Shinoi.

\subsection {\bf Associated Cults}

\subsubsection {\bf Chalana Arroy}

Chalana Arroy, the healer, mended Kartorak's wounds before the battle of 
I Fought We Won.  As a token of thanks for that act, the cult extend 
protection to any Chalana Arroy priestess who requests it.  In return, 
Chalana Arroy provide the Rune spell of Comfort Song, which is often learnt
by members of the Legion who sing it to their dying companions.

\subsubsection {\bf Humakt}

The warrior god, who fought alongside Kartorak before his death, has pledged
allegiance with him, and the two cults remain on close terms.  Kartorak
provides the warrior cult with the Rune Level spell of Dragon Hide, on a 
one-use basis, and in return Humakt offers the spell of Morale, on the same
basis, for those of Rune Lord status, and in particular to the warriors of 
the Legion.

\subsubsection {\bf Storm Bull}

Storm Bull is a close confederate of the cult, as they both share the same aim
of vanquishing chaos.  Both cults are pledged to assist each other if they 
seek the destruction of chaos.  To this end, Dragon Hide is give to Storm Bull,
as with Humakt.  Storm Bull offer Defend Against Chaos in return.

\pagebreak
\subsection {\bf Miscellaneous Notes}

\subsubsection {\bf Crystal Tears}

Crystal Tears may be found about the Skyfall Place.  They have a special 
ability.  When a point of POW is cast upon them, they resonate with a 
frequency that increases when in the presence of Chaos.  Simultaneously, 
the crystals grow an ever brighter red.  The Power point will last an hour.
The frequency of the crystal is such that it can be felt but not heard.

\subsubsection {\bf The Legion of Order}

The Legion is always maintained at the Dragonewt City in the Dagori Inkarth.
To qualify for membership, one is usually required to be a Rune Lord.  However,
since there are often problems with gathering 100 Rune Lords for a permanent
defence force, then initiates may also qualify.  To do so, they must have 
mastery of one melee weapon, and have at least 75% Ride, and 75% Bow.  The
function of the Legion in recent times has been to harass the Lunar Empire as
much as possible.  Indeed, they have proven to be a considerable thorn in 
the Empire's side as they progress in their domination of Sartar.  However, 
the Empire has not yet contented itself with the prospect of all-out war with
the Dragonewts, so it has not launched any major assaults on them as yet.  It
would seem, though, that it is merely a matter of time.

\end{document}