The cult of Yelm, the Sun Horse.

Initiation into the cult is hereditary and, among the Pure Horse People, it is divided into several subcults, which worshipers join and leave as they progress through their lives. An initiate belongs to only one subcult at a time, though not all subcults are equally respected. These subcults, ranked from novitiate to priesthood, are the Youth, the Archer, the Warrior, the Teacher, and the Elder.

This is the Yelm cult worshiped by the Pure Horse Peoples. In Dara Happa, the Yelm cult is structured differently and has many more associated cults.

Holy Days

The High Holy Day of Yelm is Fireday, Harmony week of Fire Season, and the date upon which the sun rises to its highest point all year. His second holiest day is Freezeday of Disorder week in Sea Season—the first day of the year. Other seasonal holy days fall on: Fireday of Stasis week, Earth Season; Fireday of Mobility week, Dark Season; Fireday of Death week, Storm Season.

The Youth

Requirements: Must be a male member of the Pure Horse People tribe whose father was an initiate of Yelm.

Note: Youth cannot sacrifice for Rune points nor can they obtain divine intervention. They need give only 1/100 of their income and none of their time to the cult. Members must ride and herd only horses and may not practice agriculture.

Favored Passions: Honor, Love (family).

Spirit Magic: Farsee, Light, Lightwall.

Archer (Initiate)

Yelm the Archer is one of the more widely worshiped aspects of this god and is invoked as bows are bent by peoples all over the world.

Requirements: Must be a Youth member of the cult in good standing for a year, and have 50% or more in Bow and Ride (Horse).

Note: Archers receive all normal initiate benefits and must fulfill all normal requirements. They may sacrifice for Rune points with Yelm. Members of the Archer subcult must ride and herd only horses, and may not practice agriculture.

Cult Skills: Bow, Cult Lore (Yelm), Ride (Horse), Speak (Firespeech), Worship (Yelm).

Favored Passions: Devotion (Yelm), Honor, Love (family), Loyalty (cult).

Spirit Magic: Befuddle, Coordination, Detect Enemies, Disruption, Extinguish, Farsee, Firearrow, Fireblade, Heal, Ignite, Light, Lightwall, Mobility, Multimissile, Slow, Speedart.

Rune Magic

Common Rune Magic: All.

Special Rune Magic: Cloud Clear, Command Horse, Dismiss Fire Elemental (small), Fight Disease, Shield, Summon Fire Elemental (small), Sunspear (oneuse), Sureshot.

Enchantments: Ban, Binding Enchantment, Enchant Gold, Magic Point Enchantment, Matrix Creation, Spirit Armor Enchantment.

Sun Lord (Rune Lord)

Requirements: A candidate for Sun Lord must have been a member of the Archer subcult in good standing for five years. They must be 90% in Bow and Ride Horse, and in three of the following skills: First Aid, Insight (Human), Orate, Play (instrument), Speak (Firespeech), or Speak (Pure Horse People).

Note: Members are called Sun Lords and serve as Rune Lords. They must give 1/10 of their time and half of their income to the cult. They must ride and herd only horses, and cannot practice agriculture.

Favored Passions: Devotion (Yelm), Honor, Loyalty (Pure Horse People).

Golden Bow (Shaman)

Requirements: Any Yelm initiate who becomes a shaman qualifies for this status. See the Shamans and Spirits & the Spirit World chapters for more information.

Note: In exchange for four shamanic abilities, Golden Bow shamans must take four of the following taboos (player choice):

  • Must not touch the ground with bare feet.
  • Must drink only mare’s milk.
  • Must eat no flesh other than horseflesh.
  • Must use no weapon except a bow.
  • Must never let a horse suffer.
  • Must maintain celibacy.

Special Rune Magic: Dismiss Fire Elemental (small or medium), Summon Fire Elemental (small or medium).

Elder (Rune Priest)

Requirements: A Sun Lord can become an Elder if there is a vacancy, has 90% or better in Worship (Yelm), 50% or better in Speak (Firespeech), and he succeeds in the Test of Holiness (a roll of POW×3 or less on D100).

Note: Elders function as normal priests in every way, including the need to give up 9/10 of time and income to the cult.

Special Rune Magic: Dismiss Fire Elemental (all sizes), Summon Fire Elemental (all sizes), Sunspear.

Associated Cults

  • Aldrya: Provides Accelerate Growth.
  • Chalana Arroy: Provides Restore Health.
  • Ernalda: The Earth Queen provides Heal Body.
  • Yelmalio: Yelmalio is one of Yelm’s important sons and the only sky god worshiped with any frequency among the hill folk of Peloria, Kethaela, Ralios, and Fronela. He gives his father the Catseye spell.

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