Becoming a Rune Lord
Any cult may have a Rune Lord or Lords, though not all cults have them
at any given time. All cults are anxious to induct Rune Lords, but
the candidate must meet the criteria given below.
Minimum Requirements for a Rune Lord Candidate
- At Least 90% Ability in at Least Five Skills.
These skills must be in fighting or in other skills, though many cults
have at least one fighting skill requirement. Which skills are
necessary depends on the individual cult. The Sun Dome Temple, which
makes its living in part by selling mercenaries, demands five fighting
related skills, of which at least two must involve the spear, and one
the bow, which are the traditional weapons of this cult. On the other
hand, cults of Orlanth, the God of Wind, require only one weapon skill
which must be with any sword weapon.
- A POW of at Least 15.
Basically, the candidate has to have enough POW to
attract a god's attention.
- Prove His Dedication.
At the barest minimum the cult will insist that a candidate be an
initiate of the cult for a period of at least one year. Often there
is some sort of test through which a candidate is expected to prove
his dedication and worthiness.
Benefits of Rune Lordship
- Skill Advancement Beyond 100%.
As a Rune Lord, a character may extend an ability beyond 100% by
making an experience roll of his INT or less on D100.
Extending one's ability beyond 100% has a number of benefits,
though the character still has no better than a 95% chance of
success with the skill.
- Combat Skill Benefits
- An opponent's parry and dodge abilities are reduced
against a 100%+ attack. Thus a character with a normal
parry of 75%, fighting a Rune Lord with a 120% attack, has
only a 55% chance of parrying the Rune Lord (120-100 = 20,
75-20 = 55).
- While the actual chance of hitting remains no better than
95%, the chance of an impalement or critical hit continues
to increase. Thus our Rune Lord with a 120% attack with a
spear has a 24% chance of impaling, and a 6% chance of a
critical hit, which is better than the 20% chance of
impaling, and the 5% chance of a critical possessed by a
character with only a 100% chance to hit.
- The ability to split attacks or parries increases so that
a character with a 120% chance of parrying with his shield
could make two 60% parries, one 70% and one 50% parry, or
any other combination as long as no parry is reduced below
50%.
If the Rune Lord increases to 150% ability with attack
and/or parry, he can split his attack or parry among three
enemies instead of two. Note that to be able to attack
three opponents in one melee round, the character must be
able to strike at Strike Rank 4 or less with that weapon.
The prohibitions against further attacks if an impale or
critical hit is scored still apply. He cannot attack or
parry the same enemy more than once.
- Non-Combat Skill Benefits.
Similar benefits can be incurred with the non-fighting
skills as well. The advantage of this becomes obvious
when the Rune Lord with the 120% chance of Hiding must
escape the notice of a guard with a 55% chance of Spot
Hidden. The guard's chance of finding the Rune Lord is
only 35%.
Note that if the Rune Lord rolls 96-00, he has failed to
Hide, and the guard will see him whether or not he Spots
Hidden.
As with the combat skills, the chance of a special or
critical success also continues to increase.
- Divine Intervention.
When a Rune Lord appeals for divine intervention, the player rolls
D100 and consults the following table. Note that unless the
player rolls 96-00, the Rune Lord will always receive divine aid.
(This aid may vary with request, and the Rune Lord who overuses
this privilege risks the anger of his god.) The table gives the
number of POW points he loses permanently as price for this aid.
He can, however, regain the POW through normal POW gain rolls.
D100 POW Lost
01-05 0 Points
06-10 1 Point
11-20 2 Points
21-30 3 Points
31-40 4 Points
41-50 5 Points
51-60 6 Points
61-70 7 Points
71-80 8 Points
81-90 9 Points
91-95 10 Points
96-00 No Aid
Because of his direct tie with his god, the Rune Lord may even
call upon his god after death, calling for one favor. Certain
Death gods, of course, will not answer a call for renewed life,
but may answer a call to bring a Rune Lord's party out of
difficulty. This call for divine intervention must be made
immediately (the next melee round) after death, or the spirit of
the Rune Lord will join his master's entourage and be unable to
call on such intervention.
If the Rune Lord has insufficient POW to meet the demands of the
god, he ceases to exist, and his spirit is drawn into the
entourage of his god.
- Board and Succor.
A Rune Lord always has free room and board at any temple or other
establishment of his cult. Also, his cult will usually try to get
him out of any imprisonment he may have gotten himself into. The
method may differ with the cult. Many major cults will usually
pay a ransom. A few may attempt a rescue mission of some sort.
The cult will usually handle any other needs of their Rune Lords,
including supplying them with warhorses and other tools of the
trade within the monetary abilities of the particular cult.
- Allying a Spirit.
The cult will assist the Rune Lord in obtaining an allied spirit
to inhabit either an item or an animal familiar. Attempting to
ally a spirit resembles attempting to bind it, but involves
persuasion rather than combat. The priests of the cult can call up
a spirit allied to their god. In effect, the god details one of
its dependent spirits to negotiate with the Rune Lord. If this
negotiation is successful, the spirit is the Rune Lord's ally as
long as it exists and as long as the Rune Lord remains faithful to
his god. Unlike a bound spirit, it can cast spells. An allied
spirit is in Mind Link with the Rune Lord, and is also capable of
anything a bound spirit is capable of. It perceives the world
through the Rune Lord's senses.
Warrior cults will typically place an allied spirit into the Rune
Lord's weapon. Other cults will use an item of armor, a shield, a
medallion, an animal familiar, or other vessel. A Rune Lord can
only have one allied Spirit at a time.
- Use of the Cult's Rune Metal
The cults have the secret of enchanting their particular Rune
metal so that weapons and armor can be made from it (ordinary
weapons and armor are made from iron). The enchanting process is
magical and keys the item created to the owner. If the owner
dies, the enchantment dies with him, and the metal must be
re-enchanted to be used by another.
Among other rituals, 1 point of divine intervention is necessary
for enchanting the Rune metal. This point of divine intervention
will enchant one weapon, one shield, and one full set of armor for
a Rune Lord or Priest. If one or more of the components of this
set are missing at the time of the ritual, they can be enchanted
later, at the cost of another point of sacrificed POW. This
(these) point(s) must come from the receiving Rune Lord or Priest.
Should the character wish to enchant further items beyond his
basic set, he must make another POW sacrifice. Enchanted Rune
metal weapons will not take any damage from iron weapons unless
the attacker rolls a critical hit. The total points absorbed by
the enchanted weapon or armor are equal to 1 1/2 times the total
absorbed by the iron equivalent.
- Improved Resistance to Magic.
A Rune Lord always resists magic and spirit combat with his
maximum POW. Even if a Rune Lord with a POW of 19 were to cast 18
points worth of spells, leaving him with a current POW of 1, he
would still defend against magic with a POW of 19. His god makes
up the difference, out of concern for the safety of the sacrifices
the Rune Lord will make to him in the future.
Responsibilities of Runelordship
A Rune Lord has responsibilities to his cult. There are two principle
responsibilities common to all cults. Individual cults may impose
additional particular responsibilities.
- Accountability
The Rune Lord is accountable to his cult, and must come at its
call. He has a fair measure of independence under normal
circumstances, but if a message must be carried across a thousand
miles of wilderness inhabited by hostile natives, he will be
appointed to lead the expedition.
- Support
As the Rune Lord is supported by the cult, so he must
support the cult. 90% of his income, and all magical items he
cannot use personally, must be donated to the temple treasury.
However, this donated portion of his income can be used to buy
training and spells provided by the cult. Any ransoms paid for
the Rune Lord will also be taken from this donation, if it is
available. If it is not available, the Rune Lord's future
donations will be used to pay back the cult before they can be
used for further training and spells.
Cults can generally only provide training in certain skills.
Rune Lord-Priests
A Rune Lord with a POW of 18 or higher may become a Priest of
the cult he is associated with. He cannot go up in combat skills, but
his god helps him remember what he knows already, so that he does not
lose combat abilities the way a normal character becoming a Priest
might. He keeps any benefits he has already gained from his Rune
Lordship. Even a combination Rune Lord and Rune Priest can only have
one allied spirit at a time. A Rune Lord of one cult cannot become a
Priest of another. A Rune Lord serving as a Priest cannot appeal for
divine intervention as a Rune Lord. If the god took enough POW from
him, he would go below 18 POW, voluntarily reducing his maximum POW
below the 18 minimum for a Priest, which a Rune Priest is forbidden to
do.
Leaving the Cult
A Rune Lord could become a rogue, leaving the cult and losing the
benefits of divine intervention and the allied spirit. His former god
might impose further penalties. He would retain any Rune metal
artifacts and 100%+ abilities he already had.
Less drastically, he may ask for a leave of absence. This may not be
done immediately after his cult has asked him to perform a dangerous
mission. This will involve persuading the High Priest of his temple
to let him go.
His reasons for leaving by either fashion vary, but include going on a
quest, which if he is skillful and the gods are kind, may make him a
Hero. Of course, many cults encourage and support such quests.