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=Rune Lord Membership - Master Hunters= ===General Statement=== Rune Lords are expected to be the epitome of Great Hunters. They should give freely and unselfishly of their catch to those who need it, though they must first feed themselves. They must fearlessly fulfill the missions given them by tribal leaders. They are in great demand in wartime as scouts. ===Requirements for Acceptance=== A Rune Lord must have a 90% ability in a missile weapon and Tracking. In addition, he needs three more 90% skill chosen from among the following: Camouflage, Hide in Cover, Move Quietly, Set Snare, Spot Hidden Item, Riding, Spot Trap, or Peaceful Cut. He must also be a permanent initiate, and in the most recent Great Hunt have captured the east of the highest treasure factor of any initiate. If he has captured a beast alive, it counts double for treasure factors. Thus, only one Rune Lord is accepted per area per year, unless two or more candidates tie for first place (a rare event). ===Restrictions=== Rune Lords must never show fear of an animal nor steal another's catch. If called upon for some task by his tribe or cult, such as ridding the herds of a particular obnoxious predator, he must unfailingly fulfill it. He is under obligation to punish (though not slay) anyone abusing the skills of hunting by wantonly killing prey or other misuse. He must donate one prey animal per week to cult or clan. ===Benefits=== Rune Lords of this cult rarely wear much armor (and are not allowed to wear any during the Great Hunt) but if they desire it, and can obtain it, they may wear iron armor while on missions or during wartime. They have the usual benefits of Divine Intervention. The can command the obedience of cult initiates or members in emergencies. A Rune Lord is qualified to be the head of the cult if he can win the Great Hunt by bringing in the greatest prize (measured in treasure factors, and this can include destructive intelligent beasts, such as dragons, or even giants).
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