THE CULT 

                                OF ELOVARE HARPER

        

        

        I.  Mythos and History

        

             A.   Before Time.

        

             Among those who studied under Harana Ilor was Elovare  Harp-

        er.  Elovare manifested Harmony in performance arts.  He followed 

        Dayzatar when he visited the Kingdom of Splendor and stayed there 

        when  Dayzatar moved on.  He was often seen in the company  of  a 

        Phoenix Eagle.  

        

             When  Yelm  rose to be Emperor, Elovare traveled  to  Dragon 

        Pass  and the court of Umath.  When Orlanth became King,  Elovare 

        moved  on to Ralios and then Prax where he associated  with  Tada 

        the Golden for a time.

        

             During  the Lesser Dark he comforted many.  When  the  Great 

        Dark came he spent a time with Ginna Jar but moved on before that 

        being met with the Lightbringers.

        

             After  their  quest began he followed after,  recording  the 

        passage  of  the gods from a distance.  Finally,  Elovare  Harper 

        overcame his unwillingness to act and joined in the acts that led 

        to  the  great  compromise.  Since then he has  taken  action  in 

        addition to recording the chronicles of others.  

        

             B.   Since Time.

        

             Since  time there have been two major divisions in how  Per-

        formers  have  used the abilities taught them by the  cult.   The 

        first  has chosen to harp for rulers.  The second has  chosen  to 

        explore and adventure.

        

             C.   Life After Death.

        

             Elovare  Harper  is, among other things,  a  psychopomp  who 

        knows the ways of the dead.  Cult members are assured the  chance 

        to  travel  and to harp in distant venues,  seeing  the  greatest 

        sights after death.  Many cult heroes serve as performers in  the 

        courts of other gods.

        

             D.   Runic Associations.

        

             Elovare  Harper  is associated with the  runes  Harmony  and 

        Magic.   While  he was also associated, at one time  or  another, 

        with  those close to the runes Storm (Air), Fire, Law and  Truth, 

        he does not have a claim on any of these runes or their associat-

        ed gods.

        

        II.  Nature of the Cult

        

             A.   Reason For Continued Existence.

        

             The cult provides performers and musicians.  It provides  an 

























        alternative  to  the written word for remembering  the  deeds  of 

        heroes,  founders  and the like and unifies  communities  through 

        performing arts, allowing them to forget the mundane world for  a 

        season.

        

             B.   Social/Political Position and Power.

        

             The  cult is a wide spread minor cult.  Wherever  Performers 

        entertain others, the cult is strengthened.

        

             C.   Particular Likes and Dislikes.

        

             Bolongo and the forces of disorder, squalor and neglect  are 

        disliked by Elovare Performer.  Chalana Arroy is respected  (cult 

        members never cheat or steal from those tied to Chalana Arroy and 

        always give fair value or more in any transaction).

        

        III. Organization

        

             A.   Inter-Cult Organization.

        

             Wandering  performers pass information to each Lyceum  (tem-

        ple)  or  School  (shrine) they visit.   Otherwise,  each  Lyceum 

        (temple) is on its own with no central authority.

        

             B.   Intra-Temple Organization.

        

             Large Lyceums tend to be divided into Schools that  special-

        ize  in  a particular instrument or performance  skill.   Smaller 

        Lyceums and independent Schools tend to be less organized.  There 

        are also wandering performers who will report to various  Lyceums 

        and  Schools, but owe loyalty to none.  Each follows his  or  her 

        own vocation.

        

             C.   Center of Power, Holy Places.

        

             The  University  of  Enkloso has the  largest  Lyceum.   The 

        Pyramid Lyceum in The Holy Country and the Agora Lyceum of Ralios 

        are  the oldest Lyceums and the two places Elovare  last  visited 

        before ascending.  The Schools at Throne and Starfall (in Sartar) 

        both boast traditions going back to the Great Dark.

        

             D.   Holy Days and High Holy Days.

        

             Wild  day  of each Harmony Week is a Holy Day of  the  Cult.  

        From  Wilday to Wilday of the Sacred Time is the High Holy  "Day" 

        of  the  Cult  when cultists celebrate the  decision  of  Elovare 

        Harpist to participate and act rather than observe and counsel.

        

        IV.  Lay Membership

        

             A.   Requirements to Join.

        

             Lay  Membership  is  obtained by listening  to  a  Performer 

        perform and donating a small fee.

        

             B.   Requirements to Belong.

























        

             Lay  Members sacrifice a magic point on Holy Days and  prac-

        tice  an instrument at least two hours a week.  In  the  alterna-

        tive, Lay Members may join in supporting a Performer.

        

             C.   Mundane Benefits.

        

             Lay Members are able to train with Performers.

        

             D.   Skills.

        

             REDUCED  COST:   Act, Any Instrument (Play),  Chant,  Dance, 

        Orate, Sing.

        

             E.   Spirit Magic.

        

             Lay Members receive no special magics.

        

        V.   Initiate Membership

        

             A.   Requirements for Initiation.

        

             Initiation  requires  one  performance skill at  90%  and  a 

        Charisma  of at least 12.  To be initiated one must make  a  suc-

        cessful performance roll followed by a successful opposed Charis-

        ma (vs. Intelligence) roll on the examining Performer.  If one is 

        studying with a Performer the opposed Charisma roll may be  tried 

        once a training session.

        

             To attempt Initiation one must be a lay member.

        

             B.   Requirements to Remain Initiated.

        

             Initiates must practice at least eight hours a week and must 

        perform  at  least  once a week.  They must also  serve  under  a 

        Performer  at least one week a Month and pass on ten  percent  of 

        all  income  to the Lyceum or School where  their  initiation  is 

        recorded.  For the first year, half of this is accounted for  the 

        Harpist who initiates them.

        

             C.   Mundane Benefits.

        

             All Initiates are recognized as masters of their performance 

        skill  and are entitled to wear a symbolic badge for that  skill.  

        All Lay Benefits are available.

        

             D.   Skills.

        

             Initiates  may learn the skill of General Knowledge, as  per 

        Lankhor Mhy, at the usual cost.  They may also train under Chala-

        na Arroy at the Lay Member cost.

        

             REDUCED COST:  Fast Talk, Language, Lore, Sleight.

        

             Initiates may also train Dexterity and Charisma.

        

             E.   Spells.

























        

             REDUCED  COST:  Control, Coordination,  Demoralize,  Fanati-

        cism, Glamour, Mobility, Shimmer.

        

             Initiates  may  learn the skill of Bargaining at  the  usual 

        cost.

        

             INCREASED COST:  Disruption.

        

        VI.  Performer Membership

        

        A.   General Statement.

        

             What would be a Rune Priest or Rune Lord in another cult  is 

        a "Performer" in the Cult of Elovare Harper.

        

             Performers  are the core of the Cult.  Performing in  groups 

        or  individually they spread harmony either by playing for  kings 

        and rulers (counseling concord) or by performing for the  masses, 

        spreading harmonics and melody.  They attempt synergy and  trans-

        formation where appropriate to harmony.

        

             A Performer may chose adventure or the settled life and  may 

        switch between them often as did Elovare.

        

        B.   Requirements for Acceptance.

        

             To  be  a Performer one must have Power of at  least  18,  a 

        Charisma  of at least 16, one Instrument at 90% and at least  one 

        other  performance skill at 90%.  A third skill (one of  the  re-

        duced cost skills) must also be at 90%.

        

             The potential performer must have been in good standing with 

        the  cult  for at least one year.  They must  then  convince  the 

        examiners  at  a Lyceum.  Convincing the examiners  requires  the 

        following:

        

             ?    CHA*5% roll.

        

             ?    A  performance  or skill roll with each  of  the  three 

        required skills.

        

             ?    One trait roll (trait*5%).  May be on Brave,  Enduring, 

        Loyal, Optimist, or Tolerant (Initiate's choice).

        

             Donations  do  not  increase the chance  of  convincing  the 

        examiners.   Instead, for every 500 lunars donated to the  temple 

        the Initiate may make a second attempt at passing any missed test 

        with  the examiners.  It is common to donate at least  2,000  lu-

        nars.

        

             One may attempt Performer status on Wilday of Harmony  Week, 

        but only twice a year and only twice at any one Lyceum.

        

        C.   Restrictions.

        

             A  Performer  may  not counsel disorder nor  use  (or  keep) 

























        spells  of disorder (e.g. disruption).  They are also obliged  to 

        aid other Elovare Performer cultists.

        

             A Performer must accommodate an apprentice or an Initiate at 

        least  one season a year and must act in concert with other  mem-

        bers  of the cult for at least one performance if called upon  by 

        cult  members in the area.  The Performer may demand payment  for 

        such a performance.

        

        D.   Benefits.

        

             Performers  are able to access song/music magic,  a  special 

        form  of  runic manipulation.  They may also gain any  one  point 

        divine  (rune) magic spells from other cults as if  initiates  or 

        priests  of  other  cults if allowed by  the  relevant  hierarchy 

        (Elovare  provides  no  divine magic  directly.   Performers  are 

        allowed to make arrangements with those cults open to such  prac-

        tices.).

        

             Allied Spirits are available and generally will have a  lore 

        skill at Int*4%.

        

             A Performer may recharge rune magic by playing an instrument 

        one  hour  for every point recharged.  This  procedure  uses  one 

        magic point and one point of fatigue every hour.

        

        E.   Rune Spell Compatibility.

        

             All except those tied to Disorder.  Note, the cult  provides 

        no  direct  access to Rune Spells but  rather  requires  indirect 

        access through performance magic.

        

        F.   Special Rune Use:  PERFORMANCE MAGIC

        

             Performers do not sacrifice POW for specific spells.   Rath-

        er,  they  bind  POW directly to the Harmony Rune  and  may  then 

        manipulate the Rune for Rune Magic effects.

        

             To cast a divine magic spell, the following is done.

        

             First,  the Performer must have learned a song  (or  similar 

        performance  pattern) that releases or channels the harmony  rune 

        in the form desired.  Such songs take up Free INT.

        

             Second,  the  Performer must make a  successful  performance 

        roll using a performance skill.

        

             Third,  the Performer must continue the performance  (though 

        without  further  rolls) for one melee round for  each  point  of 

        divine  magic effect.  Continuing the performance in this  manner 

        costs one point of fatigue a round.

        

             Fourth, the magic effect takes place at the end of the  last 

        melee round.

        

             This form of rune magic is slower to cast but more  flexible 

        than usual divine magic.

























        

             For example:

        

        Rashath, the Performer.

        

             Skills:  Harp 95%; Dance 95%; Act 95%; Orate 90%; Sword 90%.

        

             Points of Power Sacrificed:  15

        

             Intelligence:  12

        

             He  knows patterns for Dismiss Magic III (takes up 3 pts  of 

        Free  INT), Spirit Block (1 pt), Heal Wound (1 pt), Fear  (1  pt) 

        and  Illusory  Sound (1 pt).  He has 6 pts of Free Int  left  for 

        Spirit Magic or Sorcery.

        

             He  is  in a place where he needs to counter a 3  pt  divine 

        magic spell.

        

             He  starts  his action by making a successful  roll  on  the 

        performance  skill harp in the first melee round.  He then  plays 

        for  two more melee rounds (for a total of three).  Three  points 

        are  marked off those sacrificed/bound to the Harmony Rune as  no 

        longer  currently available. At the end of the last  melee  round 

        the spell takes effect.

        

             Those three of his sacrificed points of power will be  unus-

        able until attuned again  at a temple or shrine or by  performing 

        for an hour each point.  His flexibility would allow him to  cast 

        Dismiss  Magic  a  total of five times (until his  15  points  of 

        sacrificed  power  ran out) but would not allow him to  cast  the 

        spell without the three melee round delay.

        

        VI.  Subservient Cults

        

             None.  Various local heroes may be associated with the cult.

        

             A  spirit  of reprisal or retribution is  unnecessary.   Any 

        Performer  whose discordance causes him or her to leave the  cult 

        is  severed from the necessary connection with the  Harmony  rune 

        and cannot use song magic.

        

             In addition, in the face of such discordance the initiate or 

        rune  level loses their inner harmony and all performance  skills 

        are halved.

        

        VII. Associated or Allied Cults

        

             Elovare Harper is friendly to all cults not linked to Disor-

        der.   Chief Performers (~Head Priests) will allow any  Performer 

        or Initiate to join a friendly cult.

        

        IX.  Miscellaneous

        

             High Priests of Elovare Harper are commonly Illuminated  and 

        may know several riddles.