A Short-Form Cult of Elmal Hearthguard
the sunelmal hearthguardthe truth

This is a brief description of the cult of Elmal as worshipped by the Orlanthi clans of Sartar, in particular those clans where Elmal’s cult is a minor one, followed by a small number of weapon thanes.

Runic Associations
Worshippers
Lay Membership
Initiate Membership
Rune Lord (Sun Thane) Membership
Rune Priest (Sun Talker) Membership
Cult Special Rune Magic
Subcults
Associate Cults
Gifts & Geases

Runic Associations
Elmal is associated with the Fire/Sky rune and the Truth rune. Through his wife, Redalda, he is also associated with the Beast rune.

Worshippers
Weaponthanes, horse breeders and hores trainers follow the path of Elmal. In a small number of clans, Elmal takes Orlanth’s place as the men’s god. Worshippers are known as Elmali.

Lay Membership
a. Requirements to join:
lay membership is open to all weapon thanes in any clan or tribe where Elmal is worshipped. Lay members are often initiates of Orlanth Adventurous or Orlanth All-Father who take part in annual Elmali rituals as needed.
b. Requirements to belong: lay members must defend their clan, and sacrifice one Magic Point per year on Elmal’s High Holy Day.
Benefits of membership: lay members who are interested can be taught the skill Craft (Fortifications) for the normal price.

Craft (Fortifications) [Knowledge, base 0%]
This skill covers the planning and construction of typical Orlanthi fortifications - hill forts, pallisades, watch towers, and the like. Usually, only the overseer possess this skill, while other skilled workers, carpenters and masons, use their relevant skills and other clan members provide unskilled labour.

Initiate Membership
a. Requirements to join:
initiation is open only to men (except in the Redalda subcult, where membership is open only to women). Worthy candidates have only to sacrifice a permanent point of POW and undergo the appropriate ceremonies to become an initiate.
b. Requirements to remain initiated: new initiates must accept one gift, and a commensurate geas, from Elmal; if he wishes, he may take more. Initiates must devote two to three days in the week to protecting the clan and the clan’s tula; generally this is subsumed into the initiates duty as a weapon thane. One special duty of Elmali weapon thanes is to stand the ‘night watch’. Usually one night in a week is spent fulfilling this duty.
c. Mundane Benefits:
d. Skills: initiates receive training, at half the normal cost, in the following skills:

Ride, 1-Hand Spear, 2-Hand Spear, Shield, Javelin, Bow, Spot Hidden, Search, Cartography, Craft (Fortifications)
e. Spells: initiates can purchase knowledge of the following Spirit Magic spells at half the normal price:
Detect Gold, Coordination, Flame Blade, Flame Arrow, Bladesharp, Protection, Befuddle, Light, Lightwall, Healing, Xenohealing, Glue, Countermagic, Multimissile, Farsee, Ignite, Mindspeech, Shimmer
The cult also gives initiates access to the special spirit spell Lantern. However, initiates of Elmal are forbidden from learning Darkwall or Bludgeon due to battles with Trolls during the God Time.

Lantern (variable)
duration 5 minutes per point, range 80m, passive
This spell must be place on a flat(ish) surface, usually the front of a shield, the ceiling, etc. It illuminates a 12 meter radius for 180 degrees in front of the surface, giving off the glow of a torch.

They may also sacrifice for one-use cult Rune magic.

Rune Lord (Sun Thane) Membership
a. Requirements for acceptance:
a Sun Thane candidate must be an initiate in good standing, and must have been so for at least one year. He must have at least 90% in one of the cult weapons (spear, bow, javelin), 90% in Spot Hidden, and 90% in three of the following skills:

Ride, Shield Parry, any other cult weapon, Search, Move Silently, World Lore, Cartography, Craft (Fortifications) or Listen
The candidate must also know the spell Farsee. Once he has met these requirements, and is judged a worthy candidate by his superiors, he is initiated into the deeper secrets of Elmal. The new Sun Thane must accept a new Gift and Geas; he need only take one, but may take as many as he cares to.
b. Restrictions of the status: all of the normal restrictions apply; refer to RQ2 pp.57-58. As well, Sun Thanes are responsible for the defence of the clan and it’s lands, and these duties will take most of his time, with little chance to go raiding. In addition, the are forbidden from knowing, learning or using any magic related to the Darkness rune (ie. no trading with an Issaries trader for a one-use Dark Walk).
c. Benefits of the status: Sun Thanes gain all the normal benefits of Rune Lord status; refer to RQ2 pp. 56-57. Rune metal weapons are either iron (preferrred for combat) of gold (preferred for ritual reasons); allied spirits take the form of a spear, a shield, a hawk, or a stallion.
d. Rune spell compatibility: Sun Thanes can sacrifice for all ‘common’ Rune spells (c.f. RQ2 pp. 60-64 & ARQ pp.63-68). Small and medium salamanders can be summoned by Sun Thanes. In addition, the following Rune magics are available to Sun Thanes:
Cat’s Eye, Cloud Clear, Sunbright, Sunspear, True Spear
Refer to ‘Subcults’ and ‘Associated Cults’ below for a list of spells provided by other cults.

Rune Priest (Sun Talker) Membership
a. Requirements for acceptance:
the normal requirements for priesthood apply. That is, the candidate must have been an initiate in good standing for at least two years, must have a POW of 18 or higher, must possess 10 points of Rune magic, must know how to read and write Sartatrite, and must have at least 50% in five of the cult skills (these are the same skills as a prospective Sun Thane is tested on). Once the candidate has met these requirements, he must pass an examination by three other priests to determine if he is ready for the responsibilities. Due to the small size of the cult, many priests are also rune lords.
b. Restrictions of the status: all the normal restriction upon a priests time, income and duties apply (see RQ2 pp.58-59), but due to the martial nature of the cult, the priest is not restricted in developing combat skills. In addition, upon becoming a priest, he must take on another gift and it’s commensurate geas.
c. Benefits of the status: all of the normal benefits of priesthood apply (see RQ2 p.58). As with Sun Thanes, allied spirits will take the form of a spear, a shield, a hawk, or a stallion.
d. Rune spell compatibility: the Sun Talker has access to all Rune spells available to Sun Thanes, but they may summon small, medium and large Salamanders. In addition, some spells listed under ‘Associated Cults’ are only available to Sun Talkers.

Cult Special Rune Magic

Cat’s Eye (1 point)
duration 12 hours, reusable, range 160m
Affects the recipient’s eyes so that he can see by all available light. If there is a complete absence of light, he will not see. However, the light from a single dim spark allows him to see to the range of the spell. Eyes under the effect of this spell will reflect light like a cat’s.

Sunbright (1 point)
duration 15 minutes, reusable, range 160m
This spell puts a 60m radius circle of light around the recipient of the spell. this light gives the effect of full daylight, and will so affect trollkin and cave trolls. It also demoralises shades, vampires, and ghouls. It does not blind a foe, but gives the equivalent of a Shimmer 2 spell.

True Spear (1 point)
duration 15 miutes, reusable, range touch
Cast upon a specified spear, this spell doubles the the number of dice rolled for the weapon (ie. a long spear used one handed goes from 1d8+1 to 2d8+2). This has no effect on damage bonuses due to STR and SIZ. True Spear is incompatible with Bladesharp or Flameblade.

Cloud Clear (2 points)
duration 15 minutes, reusable, range 160m, stackable
Drives away the clouds between the sun and the caster, or any spot the caster designates, so long as he can see it. A three meter circle is thereby illuminated. Each additional Magic Point increases the diameter by another meter, or extends the spell duration by anothert 15 minutes. If conflicting with a Storm/Air worshipper’s cloud calling spell, the total number of Magic Points stacked must be compared to see which spell takes precedence; in the case of a tie, the Storm worshipper’s spell wins, due to Elmal’s (the Sun’s) fealty to Orlanth (the Storm).

Sunspear (3 points)
instant, reusable, range 160m
This spell only works in direct sunlight. When cast, a shaft of sunfire blasts one target designated by the caster; the target must be visible to the caster. Without needing to overcome the target’s POW, a 1 meter diameter cylinder of toasty death descends upon the target. Everyone in the circle recieves 4d6 points of damage to it’s total hit points. Only the target’s lightest armour will protect against this damage; protective spells are ineffective.

Subcults
Elmal Hearthguard is the most common way of worshipping Elmal in Sartar, but there are other ways...

Elmal the Chieftan: this is a subcult of Elmal worshipped in those clans where he is the chief god. It is different enough to be talked about at length elsewhere.

Redalda: Redalda is Orlanth’s daughter and Elmal’s wife. She is the goddess of horses. Redalda is usually worshipped as a subcult of Ernalda, and only women can learn her secrets.

Elmal the Rider: Elmal shared Redalda’s love of horses, and this subcult epitomises that aspect of Elmal’s character. It is a very small cult, usually falling under the auspices of Elmal Hearthguard’s priests, but it’s members are valued for their way with horses. This subcult is the source of the Rune spell Speak With Horses.

Speak With Horses
duration 15 minutes, reusable, range of voice
This spell allows the Elmali to converse with nearby horses for it’s duration. The caster may use his Oratory skill without penalty when trying to convince a horse to do something. In this way, the Elmali make many friends amongst their four-legged brothers.

Associate Cults
The following closely associated cults provide additional spells because of the mythical relationships between their gods. These Rune spells are not usually available to initiates.

Orlanth Rex: provides Command Worshippers to Sun Talkers. It is only to be used by the high priest of a temple, clan or tribe’s Elmali.

Command Worshippers (2 points)
duration 2 days, reusable, range 5 kilometers
Casting this spell causes all followers of Elmal within 2.5 km, and all Sun Thanes and Sun Talkers within 5km, to hastily finish immediate business, gather equipment, and report to the summoning high priest within two days of the summoning spell. During this time the high priest must remain in the same spot or else the spell disperses and releases all Elmali from their compulsion to report for duty. This spell is the privilege of high priests, and must not be abused. It is only used for emergencies or for joyous celebrations.

Ernalda: provides Bless Crop to Sun Thanes and Sun Talkers.

Bless Crop (1 point)
instant, reusable, range 160m
In the spring this spell is cast upon an area of ground equivalent to that which a farmer can plow in one day. It guarantees a minimum return of a year’s average harvest from that ground.

Chalana Arroy: provides Heal Constituion to Sun Thanes and Sun Talkers

Heal Constitution (2 points)
instant, reusable, range 160m
Use of this spell will heal a Constitution ravaged by poison or similar attack (such as an unsuccessful Sever Spirit, but not disease) up to half the original Constitution of the character. Thus, if a CON 16 character lost 10 points of CON from poison, the healer could restore 8 of them with this spell. The cure takes one hour per point restored to take effect.

Urox: provides Defend Against Chaos to Sun Thanes and Sun Talkers.

Defend Against Chaos (1 point)
duration 15 minutes, reusable, range 160m
This spell is cast upon one fighter facing a chaotic enemy. It makes them harder to hit, subtracting 30% from the chaotic foe’s chance of hitting the recipient. This spell has no effect upon non-chaotic foes.

Aldrya: provides Sunripen to Sun Talkers.

Sunripen (1 point)
duration 3 seasons, reusable, range friendly fields, stackable
This spell is traditionally cast on Waterday of Fertility Week in Sea Season; the casting takes from dawn to sunset. It allows newly-awakened plant-life to draw upon the sun’s powers to help it grow without mold, rust, or disease. The sun will help it resist insects and ripen to it’s richest.

Gifts & Geases

Gifts

  1. +10% Attack with either spear or bow (1 geas)
  2. +10% Parry with one type of shield (1 geas)
  3. permanent ability to Farsee, as the spirit spell of the same name (2 geases)
  4. mastery of one cult weapon (3 geases)
  5. free reusable Rune spell Cat’s Eye (2 geases)
  6. communication via Mind Speech with all horses (2 geases)
  7. gift of languages - learn the at half normal price (1 geas)
  8. a 1 point permanent addition to STR, CON, DEX, POW, or CHA; the only limit is that the stat in question may not be increased above 21 (1 geas per point of increase)
  9. a 1 point increase in INT or SIZ, with the same limitations as above (2 geases per point of increase)
  10. free reusable Rune spell Speak to Horses (1 geas)
  11. protection from fire - take half normal damage (1 geas)
  12. +10% to any cult skill (1 geas)
  13. recover Magic Points at twice normal rate (2 geases)

Geases
01favoured by Elmal; no geas
02-05initiate one's own son into the cult
06-09never eat meat on Fireday
10-12never eat meat in Fire Season
12-14never eat the meat of birds
14-15never eat any meat but that of birds
16never eat any meat
17-20celibacy during every Fireday
21-24celibacy during Truth week of every season
25-27celibacy during Fire Season
28-29fulfill all of the above celibacy requirements
30complete celibacy
31father at least one son
32-33speak only truth to everyone
34-36never seek shelter from a Storm
37-40never let a horse suffer needlessly
41-45never wear padding on one location
46-48never wear leather armour on one location
49-50never wear metal armour on one location
51never wear any armour on one location
52never wear head protection
53-58maintain shield in pristine condition
58-60never use any axe
61-65never use a flail of whip of any kind
66-68never use a sword of any kind
69-70never use any but cult weapons
71-73always immediately challenge any worshipper of Zorak Zoran or Kyger Litor
74-75challenge all Darkness creatures on sight
76-78distrust all Trolls
79-80distrust all Dwarves
81-85distrust all Darkness creatures
86-88distrust all Yelmalio worshippers
89-90never eat the meat of horses
91-94never love any but Earth Cult people
95-97never marry any but an Earth priestess
98roll twice more
99roll thrice more
100GM’s choice
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