Special Note: The following description is written for use with the Harnmaster rules. 1st edition rules are marked 'HM1', while the 2nd edition rules from Harnmaster Religion are marked 'HMR'. For those of you without these rules, a guide to terminology is provided. Translation rules for RuneQuest (3rd ed.) are also available.
The priesthood of Kekamar is divided into five Circles, based on Ritual ML. The hierarchy, however, is somewhat less structured than those of civilised religions, having only three ranks. Use the following table:
HM1 | HMR | |||
---|---|---|---|---|
Circle | ML | Office | RML | Office |
1st | 26+ | acolyte | 1+ | adult |
2nd | 41+ | 21+ | acolyte | |
3rd | 61+ | priest | 51+ | priest |
4th | 76+ | high priest | 71+ | high priest |
5th | 86+ | 86+ |
Potential candidates are selected by the high priest of a given tribe. The candidate may refuse, and a number do so, preferring to take the 'easier' route to honour offered by the path of the warrior. Candidates are always boys and are usually selected between the ages of 16 and 18.
Each acolyte is assigned to a priest, who becomes his tutor, training him in all the important skills of the priesthood. Once one has embarked on this path, failure to attain priesthood is seen as a dishonour (unless, of course, the reason you failed is that you died heroically before getting the chance). Succeeding at one's chosen goals in life is very important to the Tulwyn, and that applies as much to priests as to anybody else. Eventual commitment to the priesthood is compulsory for all acolytes - remaining an acolyte for life is not an option.
HM1
The acolyte gains the following skills:
Ritual/2, Survival/3, Oratory/2, Weatherlore/1, Embalming/1, Climbing/1, Handaxe/1, Shield/1
The acolyte then gains three option points to be expended to improve his skills or open appropriate elective skills. For each year spent as an acolyte, the character may improve his Ritual skill by half his SB.
When an acolyte's Ritual skill qualifies him for entering the Third Circle, he will normally be inducted into the priesthood. Failure to do so is only likely in exceptional circumstances (e.g. the candidate has shown cowardice, etc.)
Each tribe has one high priest, who leads the others during worship ceremonies, meets with his counterparts at the annual Asenheim ceremony, selects new acolytes, etc. When the position falls vacant, the priests meet to select a successor, who must be at least of the Fourth Circle. If no decision can be reached by mundane means, then divine intervention will be attempted to determine the victor.
HM1
WIND FORCE (New Invocation)
This allows the priest to alter the direction or strength of the wind over an area of 20 yard radius. On a marginal success, the priest may alter the direction of the wind by up to 90 degrees OR increase the wind strength by up to two factors (calm > light > steady > gale > storm > hurricane). On a critical success both direction and strength may be altered, or the effect of one may be doubled (wind direction changed by 180 degrees OR strength increased by up to four factors). The effect lasts as long as the priest continues to chant. Will rolls may be required in the event of injury etc. and the spell will certainly be stopped if the priest is actually engaged in hand-to-hand combat. Wind strength may not be increased beyond 'hurricane'.
To the Tulwyn
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This document was last updated 31st August 1998 by Jamie 'Trotsky' Revell. Comments are welcome.