Rhadamanthus
Lord of Light
Cult of Truth and Law
History
Before Time
Rhadamanthus was Helios' first born son. He inherited his father's powers over Light but not of Heat. For this reason he is called Lord of Light. He brought justice to the gods and to the world. No-one else can have as great a claim to be the most Lawful god.
Rhadamanthus faught alongside his brothers against the Darkness deities. Then Chaos entered the world and the Lord of Light saw beings that broke the very laws of the universe. He was the first of the Law Gods to take up the fight against Chaos, and he was always the most successful. He developed his abilities to bring the law to all chaotics. Finally, it was he to whom all the other deities turned to settle their eternal wars and so he was responsible for the Great Compromise of Time.
Since Time
Since time began, the followers of Rhadamanthus have travelled far and wide bringing justice to all law-breakers, and carrying the sword of justice against the chaotics. Rhadamanthites have been looked to to settle legal disputes by all who feel that the law is on their side. In cities and towns, and often great kingdoms, the legal systems will be dominated by the Lawlords of Rhadamanthus.
Life After Death
All cultists believe that whenever anyone dies, they will come before Rhadamanthus to be judged. Depending upon the degree of their crimes whilst
on earth, he will sentence them to Earth on probation
, penal servitude
in Hell, or community service
as a ghost in the spirit
world. Only those whose characters are without blemish will he allow to go to Heaven. Most cultists come into the first category, with a few in the
third, and perhaps the barest handful in the last. However, only Lucifer has more unblemished cultists than Rhadamanthus. Most cultists can expect a
resurrection or a death divint back to earth as a probationary sentence, or else serve as a Ghost for a time before being reviewed.
Runic Associations
Rhadamanthus is associated primarily with the Light of Truth modified by Fate. Be done by as you did!
is the motto of the Lawgivers.
Nature of the Cult
Rhadamanthus' cult will continue to exist as long as anyone or anything commits a crime in the world. Cultists believe that the Law is All, truth will out, and justice is the great leveller.
Socio-Political Position and Power
By their nature, cultists are often in demand to form the core of the legal and law-enforcement systems. Unfortunately, normal people generally regard them as too draconian. Also the ruling classes may find that the Lawlords' insistance upon the law being brought to the upper levels of society as well as the lower difficult to live with (or sometimes through).
For these reasons, the cult of Rhadamanthus does not have quite the hold on civilized legal systems that it would like. Thus miscarriages of justice (deliberate and accidental) still occur. However, where a Lawlord or Justiciar is appointed to the top position in a society's law machine, then the cult's power is often incredible and never (surprisingly to many others) abused.
Particular Likes and Dislikes
Cultists do not dislike criminals; they regard it as their duty to bring them to justice. Ideally, though a Lawlord observing a crime may pass sentence and administer the execution of that sentence himself, he would prefer all this to happen within the framework of a trial and a properly convened court.
Trolls are found distasteful and are associated with Zorak Zoran's theft of Lucifer's fire powers, but they are tolerated provided they abide by
the laws of civilization. Most trolls find this constraint unbearable. Chaos is considered a crime in itself, merely by existing. In such cases, as a
Lawlord finds a person who has deliberately taken up or revels in his chaotic nature then he will pass sentence with the words The crime is life -
the sentence is death
, and then he will kill the chaot. The undead are particularly anathema and the two cults of Christos Farlae and Thanatar are
ruthlessly brought to justice, i.e. destroyed, wherever they are found.
Organization
The Runelords (Lawlords) form the upper ranks of the cult, with the Runelord-priests being the pinnacle of their profession. Organization is usually based upon the legal system or law-enforcement forces of the area, assuming that it is Rhadamanthite in nature. There is no widespread organization, though two temples will always cooperate in bringing justice to a runaway lawbreaker. Outside of areas controlled by Rhadamanthites, organization is ad-hoc, but with templar rank taking precedence. Templar ranks are: Lord-Justiciar, Lawlord, Justiciar or Judge, Sergeant, Constable. Constables are rarely found in a non-Rhadamanthite area.
Centres of Power and Holy Places
Centres of power are the Starchambers, the courts in the temples. These are found only in Rhadamanthite dominated areas. The centre of the cult is the Great Star Chamber in the Grand Hall of Justice in Heliopolis. There is to be found the Library of Law in which is kept a copy of every treatise on Law ever written - the library is not all that big!
Holy Days and High Holy Days
Fireday is revered as a holy but the Seasonal Holy Day is on Godsday of Truth week as the cult is too busy during the rest of the week to observe any rites and ceremonies. The cult's High Holy Day is Fireday of Harmony week in Fire Season. During Truth week, the Lawlords and Judges in each temple hold court to hear the cases and pass judgement on the various miscreants who have been locked up in the cells over the season.
Depending upon the area, and its crime rate this may or may not be packed with cases. Most cases heard in Truth week are minor. Major crimes are heard in specially convened courts at other times during the season. These are assizes are used to clear cases so that cultists and cells are free for other duties and criminals.
Lay Membership
Anyone may become a constable if they wish to uphold the law. There are two varieties of constable:
- Those ordinary citizens who have other jobs but wish to serve as law-enforcers part-time. These serve as constables for 12 hours per week without pay.
- Full time constables who are looking for careers as enforcers of justice.
All constables must swear an oath to uphold the law and justice wherever they go and to serve the temple in such capacity as they can whenever and wherever the cult demands. Full time constables must also take an oath never to join any other cult and to renounce membership in any and all other cults. He must have no other commitment save to justice.
Constable serve as law-enforcers, backing up the sergeants. They police the streets on a day-to-day basis. In any town, the watch will include a number of Rhadamanthite constables and if the law is Rhadamanthite in nature they may all be expected to be Rhadamanthite lay members. Constables are not meant to judge, merely to police. They should seek to prevent petty crime from occurring and report major crimes to senior personnel. They should not attempt to apprehend major criminals.
To aid in breaking up street fights, mobs and riots, lay members are trained in single stick, light mace, small shield and large shield for half price. Light mace and large shield are regarded as riot gear and will therefore be the secondary weapons of a starting character. The character will be issued with a single stick and two point leather armour plus a composite helm. They are given blue uniforms and paid 1s per day. Full time constables are taught the spells of Detect Enemies and Binding at half price and receive half price training in Law. Part time constables are called special constables. Full time constables are called probationary constables. When on duty, constables may only use issued weapons and equipment.
Initiate Membership
| 2d6 Roll | Gift | Geases |
|---|---|---|
| 2 | Take no damage from fire of all types | 3 |
| 3 | +1 on a non-raisable characteristic per 3 geases | 3 |
| 4 | Free 2 points of Protection | 2 |
| 5 | +15% on Sense Criminal skill | 2 |
| 6 | +10% on Greatsword attack and parry | 1 |
| 7 | +10% on Law | 1 |
| 8 | +15% on Oratory | 1 |
| 9 | Free reusable runespell - Shackles | 2 |
| 10 | +1 on a raisable characteristic per geas | 1 |
| 11 | Mastery of Law | 3 |
| 12 | Mastery of Greatsword | 3 |
Initiates of Rhadamanthus are Officers of the Law and have the rank of Sergeant. To become a sergeant, an applicant must have served as a special
for one year or a probationer for one season. He must have upheld the law during this time and have no criminal record. His dedication and veracity
are checked by divination in the initiation ceremony which takes place on the seasonal holy day. They must pass a test of
(INT+POW+CHA)×3⁄2%
plus their skill in Law. Failure means that they must serve at least one more full season as a probationer before trying again, but each failure gives
a −25% modifier on subsequent attempts. Non-human candidates make all examinations at CHA−10. All races are accepted, even trolls, though
very, very few trolls ever wish to apply as this brings condemnation from their brethren for selling out
to the filthy lightbringers
.
Sergeants are given white uniforms and are paid 3s per day. They have similar duties to constables but serve as leaders of riot squads and are expected to apprehend any minor criminal they catch. Sergeants are trained in all forms of shield at half price, plus all forms of mace for free. Maces are used in situations where the culprit is meant to be taken with minimum force. Greatsword is a half price skill and it is with this weapon that the cult brings justice to major lawbreakers. The only other weapon skill taught is heavy crossbow, which is full price.
Sergeants are taught free Law and Read/Write Mannic, and half price Oratory. All other non-thief skills may be purchased at full price. Pick pockets and lock picking are prohibited.They are taught Detect Enemies, Detect Life, and Binding for free. Befuddle, Dullblade, Protection, Lightwall and Light are all half price. Bludgeon and Darkwall are prohibited and must be forgotten if already known.
Sergeants may serve in local law-enforcement services or may elect to travel bringing justice to those places which know no law save that of the jungle. Sergeants must take one gift and the concomitant geases.
For each indicated geas roll once on the table below
| d100 Roll | Geas |
|---|---|
| 01 | Favoured by Rhadamanthus. No geas. |
| 02-07 | Drink no alcohol when on duty. |
| 08-10 | Drink no alcohol at any time. |
| 11-16 | Distrust all trolls, even those in the cult. |
| 17-19 | Distrust all soldiers. |
| 20-22 | Distrust all ex-criminals1. |
| 23 | Always believe an ex-convict1 suspect is guilty until proven otherwise. |
| 24-26 | Never accept a reward or bounty for apprehending a suspect. |
| 27-32 | Make only black jokes. |
| 33-35 | Never make a joke. |
| 36-38 | Never laugh or smile |
| 39-41 | Be always cynical and never laugh, save mirthlessly, nor smile, save grimly. |
| 42 | Always pass sentence of maximum penalty for any crime. |
| 43 | Never participate in an ambush. |
| 44-49 | Double power sacrifice on holy days. |
| 50-52 | Triple power sacrifice on holy days. |
| 53-58 | Never lie to anyone. |
| 59-61 | Never use missile weapons |
| 62-67 | Never use a non-cult weapon2. |
| 68-73 | Never take off helmet when on duty. |
| 74-79 | Always display cult badge3 on left breast. |
| 80-82 | Wear no clothes save cult uniform. |
| 83-88 | Be celibate in one random season. |
| 89-91 | Be celibate in two random seasons. |
| 92 | Always be celibate. |
| 93-95 | Never ride any animal. |
| 96-98 | Roll twice. |
| 99-00 | Roll thrice. |
Notes:
- The definition of an ex-convict or criminal is someone, having been found guilty by a Lawlord or Justiciar, who has served his sentence in full.
- Cult weapons are mace, greatsword, heavy crossbow, small and large shields.
- Cult badge is the Star of Justice - a six-pointed star - with the cultist's name in the centre. Sergeants wear a bronze star, Justiciars a silver star and Lawlords a gold star.
Cultists may never commit a crime or lie to a fellow cultist. They are on no account allowed to judge criminals or suspects but only apprehend them and bring them to the star chamber for trial. They are only allowed to use force to match force but it is accepted that in uncivilized areas blood may be shed more often and more readily than in civilized areas. Chaos may always be attacked as its crime is so heinous. It is important to remember that the majority of cultists are far from draconic. It has even been known for a Rhadamanthite Lawlord to let a Chaos-Druid or a Selenite off with only a caution. Only those with the relevant geases apply the heaviest penalties for all crimes and these are not necessarily well thought of by other cultists.
When a Sergeant has gained 90%+ in Law, he may assume the rank of Sergeant at Law. He may take another gift, and its geases.
Runelord Membership
Runelords of Rhadamanthus are called Lawlords and are responsible for carrying the Sword of Justice to the lawless. He is both allowed and expected to apprehend, judge, sentence, and execute the sentence in situations where the culprit cannot be brought to court for a trial. He is not expected to concern himself with petty crime, but instead bring major villains to justice. Most Lawlords spend much time in uncivilized zones though some are always committed to catching lawbreakers in civilized areas. They are often concerned with breaking Ma Fear temples, usually in alliance with Humakti.
To qualify for Runelord status, a candidate must have been a sergeant for at least two years, have 15+ POW, and 90%+ skill in greatsword attack and parry, mace attack and shield parry, law, plus any two of the following skills: oratory, listen, spot hidden, tracking, or sense criminal. They must pass a test of POW+CHA+sence criminal%. If they fail the test then they must wait a year before reapplying.
If successful, the new Lawlord is inaugurated in a ceremony on the High Holy Day. He gains all the benefits normally attributable to his status. He also receives a complete set of iron armour of his choice, a set of iron manacles and hobbles and an iron greatsword. He is not allowed to use any other iron weapons, and must always keep a complete set of cult weapons - greatsword, heavy mace, light mace, shield and heavy crossbow (geas permitting). He must take another gift and the associated geases. Allied spirits are always placed in their iron helms. Bound spirits are kept in crystals or specially bred dogs used for tracking and tackling some criminals. Each cultist may have only one such dog.
Runepriest Membership
Rhadamanthite Runepriests are officially titled Justiciars, but are more commonly known as Judges for this is their function. They are not as inclined to journey in the lawless lands as the Lawlords, preferring to reside in the temples and hear cases in the courts. Some still venture forth though.
To qualify for the Runepriesthood, an applicant must be a Lawlord, or have been a sergeant for at least one year. He must have 18+ POW, 100%+ law, and 75%+ oratory. They gain all the benefits and restrictions usual to Runepriests. They are expected to serve in the assizes of their temple during Truth week of every season, unless they gain special exemption from the High Priest. Allied spirits are placed in iron helms. There is a POW×1% chance that a Justiciar will be given an iron greatsword if he does not already have one. This chance is checked each year on the high holy day.
The way of the Justiciar is the full trial rather than instant judgement when hearing a case. He will try to get the truth of the matter before
passing judgement and delivering sentence. The most detested verdict a Justiciar can give (as far as he himself is concerned) is Case dismissed,
through lack of evidence
. A Justiciar should view all crimes with the same detachment and attention to detail from High Treason by a chaot to
petty theft.
Runespell Compatibility
Justiciars gain access to all standard runemagics. They summon small salamanders as their elementals, and can dismiss any. They have access to the following cult special runemagics.
One Point Spells
Bind Ghost Range 160m; Duration instant; Non-Stackable; Reusable
Binds the spirit of a dieing cultist into an area as a ghost, usually to serve as a warning of great danger to the innocents who approach, or to guard
some object or place of great value, e.g a temple, or to attempt to bring justice to a murderer from beyond the grave. The spell also has the effect
of preserving the abilities of the spirit, so that they are lost at one seventh the normal rate. It is therefore sometimes used by cultists wishing to
avoid the consequences of a late resurrection. Rhadamanthites are known for their ability to avoid death and its consequences.
Light Sword Range touch; Duration 15 min; Stackable to 4 points; Reusable
Cast on a sword held by a Rhadamanthite, causes it to glow with a bright, white light. Upon hitting an opponent, it will inflict one point of damage
per point of spell critically, no matter what the armour or magical protection. If parried with a shield, the damage will strike the shield arm. The
damage cannot affect weapons, but the spell gives the sword double hit points. All damage done by such a weapon to a creature with the Mark of Guilt
upon him cannot be healed, or regenerated, until the sentence has been served to its completion. Cultists will never cast this spell for non-cultists
and generally prefer to cast it upon greatswords.
Sentence Range 160m; Duration instant; Non-Stackable; Reusable
Can only be cast upon a victim who is guilty of a specific named crime. The victim will hear the sentence passed upon him in a resounding voice from
the Judge. The sentence must be commensurate with the offence. A blemish will appear upon the victim's face, disfiguring him for a d6 points of CHA.
This is called the Mark of the Guilty, and will remain until he has served his sentence in full. All who see it will know that he is guilty of an
undischarged crime and all Rhadamanthites will be under an obligation to bring him to justice. This spell is not intended for use on petty criminals.
It's most common use is on criminals sentenced to death or dismemberment, as when carried out with a Lightsworded instrument, the damage cannot be
repaired by any means. A divint can repair it but will not be able to achieve anything else, i.e. a Runelord victim trying to avoid a final beheading
would need two divints - one to retrieve his head and one to get him home.
Shackles Range touch; Duration 1 day; Stackable; Reusable
Cast when fastening a set of manacles or hobbles to an apprehended villain, causing them to be totally irremovable for the duration of the spell. The
shackles may still be broken but this is very difficult. Each extra point stacked doubles the duration of the spell.
Summon Spirit of Law Range 160m; Duration 15 min; Non-stackable; Reusable
Summons a weak spirit (POW 2d6+6) which will appear and attack a target which is Chaotic or bears the Mark of the Guilty. If no such victim is around,
then the spirit will depart. The spirit will attack until all such victims are dead, or it has 3 or less POW, or the spell duration expires. If the
spirit is destroyed then the spell must be resacrificed for. The same spirit will appear each time, like an elemental.
Two Point Spells
General Knowledge Range touch; Duration 15 min; Non-stackable; Reusable
Allows the caster to read the past history and general purpose of one item touched. If all the information cannot be assimilated in 15 min parts will
be lost. This is often used on a murder weapon to help identify the murderer.
Smite the Guilty Range self; Duration 15 min; Non-stackable; Reusable
When cast it enables the caster to fight anything guilty of a crime, no matter how petty, or whether it has been discovered or not, as if he had
Strength, Vigour and Coordination cast on himself.
Teleport Range 160m; Duration instant; Stackable; Reusable
Enables the caster to instantly transport himself and all his gear to any place within range that can be seen by any method provided that it is in
daylight. Each extra point stacked enables him to transport one additional person by touching him directly, skin-to-skin.
Truespeak Range 40m; Duration 15 min; Non-stackable; Reusable
Compels a victim upon a successful POW vs. POW roll to speak nothing but the truth for the duration of the spell, and answer all questions in a
literal manner. A POW vs. POW attack must succeed for each such question. Must be cast in the witness box.
Three Point Spells
Reconstruction Range immediate surroundings; Duration 15 min; Non-stackable; Reusable
Causes any 15 minute sequence from the past to replay for the user's senses. He must be in the place he is trying to investigate. The user must state
the time and date he wishes to start at. This spell can be stacked with extension. The user will behave as in a trance for the duration of the spell,
though he can end the spell whenever he wishes.
Subservient Cults
Spirit of Reprisal
Any cultist who offends against the cult strictures will receive the Mark of the Guilty. He will be unable to use any cult special or associate Runespells as long as it is there. It will remain until he has atoned for his crime or received the penalty he deserves. Until then, the cult will strive to bring him to justice, though if he comes quietly he can be assured of a fair trial (bearing in mind the fact that his guilt is written all over his face).
Associate Cults
Helios
The sun god has always been proud of his noble son, recognizing that he has many of his father's virtues and few of his faults. Helios offers
Sunspear Range line-of-sight; Duration instant; Non-stackable; Non-Reusable; 3 point
This will only work where the Sun shines. It causes a shaft of sunlight to strike the target doing 4D6 damage directly to CON. Each point of Divine
Intervention stacked with the spell increases the number of targets by one. The cult receives this spell exclusively for bringing justice to heinous
criminals who would otherwise go unapprehended. Rhadamanthites have the privilege of stacking this spell with Lightsword, in which case it will cause
the damage to be irreparable if the target bears the Mark of the Guilty.
Humakt
The Warrior-Swordsman gives his fellow Truth god
Detect Truth Range 5m; Duration 15 min; Non-stackable; Reusable; 1 point
This spell allows the caster to tell whether anyone within 5m is telling the truth - the person questioned will appear to glow brightly to any truth
cultist. Their is no compulsion to speak, but silence may imply guilt, though not prove it.
Lucifer
The Healer is the closest of all the Fire/Light gods to his brother. He gives
Regrow Limb Range touch; Duration instant; Non-stackable; Reusable; 2 points
This spell causes a severed or maimed limb to regrow at 10% per number of weeks equal to the interval passed in days since its severance. This is
usually used to regrow the limbs of dismembered criminals after the sentence is over. [Unlikely - a loss of a hand, about 10% of a limb, for 5 years
would take 35 years to regrow! - Ed.]
Mithras
Mithras gives his brother
Mass Cremation Range: 160m; Duration: 15 mins; Non-Stackable; Reuseable
This spell can be cast upon any number of piled dead bodies, causing them to burn to unrecognizable ashes over the duration of the spell. Used to
cremate cultists to prevent them being raised as undead and as a conventional form of final farewell to runelevels in peacetime.
Miscellaneous Notes
Starting Character Policemen
If a character initiates, he will have the following:
Weapon skills:
| Other skills:
|
He will be issued with
- a light mace,
- a small shield,
- 2 point leather hauberk, cap, sleeves, greaves, and
- a composite helm.
Should he opt for an adventuring role, he will also be given
- a greatsword,
- a heavy mace, and
- a heavy crossbow.
He may also exchange his small shield for a large shield.
Spells for starting sergeants are
- Detect Enemies
- Detect Life
- Binding
- 2500s worth from
- Befuddle
- Dull Blade
- Protection
- Light
- Lightwall
Raise rolls are as normal.
Crimes and Penalties
The following crimes have a mandatory death penalty:
High Treason, Conspiracy to Murder, Murder by a Chaot, Murder by Poisoning or Black Magic, Killing a Rhadamanthite in the Performance of his Duty, Cannibalism, Desecration of a Lightbringer Church.
The following are crimes that carry the death penalty but lesser penalties may be substituted if appropriate. For example, there may be reasonable hope that the individual may repent and change his ways; or there may be extenuating circumstances, Lesser penalties are dismemberment for life, or long prison terms. Such crimes are:
All other forms of Treason and Murder, Manslaughter, Rebellion, Conspiracy, Espionage, Arson, Piracy, Deliberately Accepting a Chaos Feature, Revelling in Chaos in Sight of Innocents, Using a Chaos Feature to the Detriment of Others.
The death penalty is always administered as beheading with a Lightsworded Greatsword. This prevents Resurrection.
Lesser offences bear the following penalties:
Major Theft (cattle rustling, house theft, poaching, highway robbery, perjury - robbery of justice, rape - robbery of virtue, extortion, burglary) is punished with dismemberment of the appropriate parts, for 3 years for the first offence, 10 years for the second, and permanent for the third and subsequent offences. Dismemberments are carried out with a Lightsworded implements in a similar fashion to beheadings.
Minor Theft (theft of valuables, mugging, theft of a beast of burden, kidnapping a slave, withholding evidence, attempting to bribe a Rhadamanthite, wounding a Rhadamanthite in the performance of his duty) is punished with a fine if applicable, plus restitution to the injured party. Second and subsequent offences incur dismemberment as above. If the culprit cannot pay the fine, then he is considered to be in debt to the cult.
Miscellaneous offences include Striking an Idiot, Indecency, Soliciting, Assault, Injury to a Sentient Creature, Bribery, Accepting a Bribe, Aiding and Abetting a Known Criminal, Conspiracy After the Act, Knowingly Accepting Stolen Goods, and Trading in Slaves. Fines are appropriate to the scale of the offence and the wealth of the offenders. Damages may be payable to the injured party.
Minor offences include Loitering, Obstructing a Highway, Impeding a Rhadamanthite in the Performance of his Duty, Threatening Behaviour, Driving a Vehicle Without Due Care and Attention. These are of a civil nature and unless flagrant and extreme, or committed in conjunction with a more serious offence, they bring cautions only.
Financial Crimes by Plutocrats (usury, fraud, embezzlement, bribery, knowingly receiving stolen goods, slave-trading, etc.) bring fines at a ruinous level. Failure to pay results in prison or debt actions.
Debt is punishable by a spell in the debtors' cells for minor debts. For major debts, especially where restitution is pressed for by the injured party, servitude may be the sentence - sometimes to the cult, sometimes to the injured party. The slave will receive a special mark of the guilty to denote his status. This will remain in place until he has paid off all debts in service. He would be advised not to run away as the lawgivers are responsible for retrieving all run-aways.
This list is not exhaustive. Other crimes should receive penalties commensurate with the above.
Cult Skills
Sense Criminal Perception skill; Base 0%; Training 400/800/1600/EXP
This allows the user to sence if a person he is talking to or observing for a length of time feels guilty of a crime. It is necessary for the person
to be in a position where guilty behaviour is appropriate, e.g. is actively engaged in nefarious activities, or is faced by a policeman.
Law Knowledge skill; Base 0%; Training 400/800/1600/3200
Knowledge of Rhadamanthite laws and penalties.