Sub-Cult – Humakt Truthseeker (RuneQuest)

Humkati Truthseeker
Humkati Truthseeker

Humakt is known primarily as the god of Death and War but he was not always known as such. Humakt also possesses the rune of truth. Truthseekers are virtually unknown outside of the Humakt Temple. Truthseekers often act as judges and mitigators though outsiders believe them to be Humakti. The value of truth is exists only in relation to life and Truthseekers are champions of life.

Mythos and History

Humakt is the son of Umath, the Primal Air, and Orenour, the goddess of Truth. Humakt, unlike most storm gods was not born of violence. When Umath first came into the world and brought violence and misery to so many peoples Orenour sought to mend his ways. Orenour approached Umath and spoke of the misery his children would bring to the world. Umath realized that Orenour spoke the Truth but there was little he desired to do about it. The one thing he did do was to sire a child by Orenour. Their son was Humakt. As an infant Humakt lived with his mother and learned the meaning of Truth. As he grew older, his storm nature became apparent and he was forced to leave the Celestial Court. Humakt came to live with his father and it was obvious that Humakt was not like his brothers. He was not as rough or violent and spent much time alone and in thought. When disputes erupted around Humakt, Humakt was able to see who was righteous in their cause and who was not and in this way came to be known for his integrity. Even while still a child other storm gods would bring their disputes before Humakt who would settle them. Though not as violent as his brothers, Humakt was still a powerful warrior and has never refused a challenge that defended the truth. When he has won a contest he was gracious and when he lost he was honorable.

Humakt has maintained his position as bringer of Death to all throughout recorded Time. He is the god of mercenaries and soldiers, and can be found on all sides in any conflict. He encourages honor and courage, and disdains pointless slaughter. He keeps the road to Hell well-populated by honorable warriors. Humakt has also maintained his position as a speaker of truth and judge among the storm gods. He is the storm god of judge, counselors and champions.

The worshipers of the cult can look forward to a special section of Hell reserved for them to practice their and prepare for the Final Days, or at least the next full-scale War of the Gods. By doing this they also protect Hell from in-roads by chaos. Humakt worshipers are seldom resurrected.

The cult cares little what happens to the corpses of their dead, save that they are treated with local respect and not turned into undead. Members usually sing a song of victory over any grave, commemorate the dead with a feast, then move on. It is not uncommon that the broken sword of the member is left stuck into the grave or funeral area.

Humakt is one of the most single-minded of deities. In recognition of this, the Rune most commonly associated with his worship is that of Death. The other Runic Power associated with the cult is Truth.

The Cult in the World

As the god of death and war Humakt has a permanent place in the godly ranks. Swords act as trainers and chaplains for mercenary and national forces. They are also the first asked to lead perilous quests unless subtlety is called for. Temples act as hiring halls in many regions.

The social position of Humakt worshipers varies with the area (See Hearts of Humakt). In peaceful regions Humakt is worshipped primarily as a god of Truth the sword of death being received only in old age or sickness. In areas of conflict Humakt is well respected as the god of death and war.

Humakt philosophy does not believe in maintaining a body separated from its spirit. Death cult that specialize in the creation of zombies, skeletons and vampires are anathema to Humakt, and his temples will oppose any such cult.

Included in his dislikes is the Darkness god, Zorak Zoran, a bloody-handed slaughterer who glories in massacre and atrocity and has no honor. The dislike is mutual, for Zorak Zoran considers Humakt to be effeminate and squeamish. The two cults do not actively war upon one another, but their member are usually found on the opposite side of a struggle.

There is also a professional rivalry with the cult of Yelmalio, but no contest is required. In some regions there is a rivalry between Humakt and Orlanth. A contest is generally required be it a contest of words or a duel.

Initiate Membership

Requirements: must be an initiate in good standing within the Humakt Temple and must be sponsored by a runelord of Humakt. The candidate must also succeed in a lore roll and must roll power x5 on 1d100. The candidate then sacrifices a point of power.

Note: Members may never use dullblade or bludgeon. They may however be brought back from the dead, unlike regular Humakti, this is however not known to most Truthseekers. Their corpses still cannot be turned into undead. Once accepted the initiate must give up his current gift and geas (if it is not also one of the Truthseeker gifts) and receive a new truthseeker gift. Truthseekers are still Humakti and are thus formidable warriors.

Spirit Magic: in addition to the standard Humakti spirit magic the following spells are also available, all detect magic, mindspeech.

Trueswords of Humakt

Humakt's Runes
Humakt’s Runes

Requirements: must have 90% in Sword Attack and Parry, plus have four more among the following: Orate, Scan, Animal Lore, Human Lore, World Lore, Sense Assassin. He must also have Ceremony skill of 25% or greater.

Note: when checking for divine intervention Trueswords roll 1d10 rather than 1d100. Trueswords are also priests, and can get reusable divine magic. A new Truesword must take at least one more gift and it’s attendant geas. He may take as many gifts, with their geases as desired.

Common Divine Magic: All (Especially: Divination, Soul Sight and Sanctify)

Special Divine Magic: Detect Truth, Morale, Oath, Sever Spirit, Truesword, Turn Undead, Truespeak.

Gifts and Geases

All gifts and geases are based on the same truth: by properly emulating his god, an initiate can become more like Humakt.
The recipient may choose whatever gift he desires but he must also assume it’s concurrent geas.

Gifts and Geases

Roll Gift Geas
1 +5% to attack with cult weapon Never use one type of non-cult weapon
2 +20% in cult related skill (Sense Assassin, Orate, Lore, Scan) Remain silent one specified day of the week
3 +1 STR, no limits Pay double tithing each holy day
4 +1 CON, no limits Pay double tithing each holy day
5 +1 POW, no limits Pay double tithing each holy day
6 +1 DEX, no limits Pay double tithing each holy day
7 +1 APP, no limits Pay double tithing each holy day
8 +1 INT, no limits Sacrifice 1 point of POW to Humakt per year
9 +1 INT, no limits Sacrifice 1 point of POW to Humakt per year
10 Begin Sense Assassin skill at 30% plus perception modifier Never participate in an ambush
11 +10% to any skill Remain celibate every Truthweek
12 +4 effective CON versus poison & disease Never use poison
13 Gain ability to speak Truthspeech at 30% plus communication modifier Never lie to a friendly cultist
14 Permanent ability to Farsee Accept no spirit magic healing
15 Gain ability to Detect Undead as per spell at no magic point cost Never use non-cult magic
16 90% in one Lore skill Mistrust all non-Humakti except those friendly to Humakt
17 Gain ability to Detect Truth as per spell simply by concentrating, at no magic point cost Never lie
18 Gift of Languages (Training or research take half normal time) Remain silent 1 week per season
19 Recover fatigue at double normal rate Drink no alcoholic beverages
20 Recover magic points at double normal rate Never refuse a challenge to a contest

Special Truthseeker Skills and Spells

In addition to the standard Humakti special skills and spells the following are available.

Skills

Truthspeech (00%) – Language associated with the Truth Rune. It is said that the True Names of all things are written in Truthspeech.

Divine Magic

Truespeak
2 points
ranged, temporal, nonstackable, reusable
This spell compels the victim to speak nothing but the truth for the duration and answer all questions in a literal manner. The user must overcome the targets magic points with his own to compel the truth-telling for each question. The target can refuse to speak at all, but if he does speak, and his magic points are overcome, he must tell the truth

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