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Yelmalio Adventurers

Posted on December 4, 2022

Yelmalio is the Frontier God of Civilization. He brings Light to the quarrelling Storm tribes. He is a god of honour, a god of citizen-soldiers. He has a soldier aspect, a mystic aspect, and even a scholar aspect. His cult preserves their ways and identity despite being greatly outnumbered by those who do not follow his ways.

Yelmalio’s magic is great for fighting darkness. That’s what he does – shines a light in the dark.

But Yelmalio’s gifts are really where you get cool opportunities. As an initiate you can pick:

  • Start at 90% with any cult weapon
  • Permanent Farsee
  • Permanent Cateye
  • Raise any stat by 1
  • Be able to talk with horses
  • Be able to talk with birds
  • Protection from fire damage
  • Gift of languages

Now if you don’t think any of those could be incredibly useful for a player character, then I don’t know what to do with you.

And if I am fighting in darkness, the ability to see in near darkness or to make things as bright as the noon day is not to be sneered at.

Compared to other warrior cults? In truth, Orlanth’s spells haven’t changed much since Cults of Prax (although now we see the broader cult of Dragon Pass and not just the Orlanth Adventurous of Prax), nor has Humakt or Storm Bull. The reusable Rune Magic means that the magic gets used more often, but I see as much Yelmalio magic flashing around as anyone else.

I have recently run the Cradle Scenario, and there were Humakti who cast Morale and all sorts of attack percentage increase spells. The defenders killed a lot of attackers, but despite all their magic, they were still overwhelmed.

What about when you compare the different units?

  • The only Humakti unit I can confirm is the Sword Brothers, with a Combat Factor of 6, a Magic Factor of 5, and a movement of 5.
  • The toughest Yanafal Tarnils unit is the Steel Sword Legion, with a CF of 5, a Magic Factor of 7, and a Movement of 3.
    • I’d not say that Yanafal Tarnils unit would usually beat the Swordbrothers….
  • The Sun Dome Templars have a Combat Factor of 5, Magic Factor of 5, and a Movement of 3.

Jeff Richard

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Dragon Pass (board game), Humakt, Steel Sword Legion, Sword Brothers, Yanafal Tarnils, Yelmalio

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