Showing posts with label Elder Races. Show all posts
Showing posts with label Elder Races. Show all posts

Thursday, 26 May 2016

Iron Dwarves

Iron Dwarf armed for exploring the surface.
Mythos and History
The Ancient Mostali were meant to create. They were designed to shape, to work and to help, all to keep the World Machine functioning. When the trolls, elves, and others invaded the Spike and destroyed Mostal the World Machine, the Mostali were at a loss. The concepts of death and destruction was alien to them. So how could they defend against them?
This was the riddle of Iron. How making can lead to destruction. They turned living metal into an instrument of death, which then allowed them to turn simple tools into weapons, and protective garments into armour plating. It also allowed them to create the Iron caste.
Without Mostal, they could not make more Ancient Mostali, but they needed protectors. Each caste sent those who were most most flexible, most eager to learn the ways of war, and most disposable. They clad themselves in Iron, and armed themselves with the new weapons, and went out from the Spike to drive away the enemies of Mostal.
It was not enough. The enemy had great numbers, and the Mostali had few. Every hand which went to holding an axe or war pick was one which was not repairing the World Machine. Every death meant knowledge and skill which would no longer be around.
And so, in a moment of desperation, the Ancient Mostali created the Clay Mostali, known to men as dwarves. They were crude imitations of their predecessors, but they were well suited for their tasks. They had compact bodies, to work in cramped conditions, enlarged sensory organs, to see, hear, and smell better, and they were soft and able to be reshaped. While some were taught by the Ancient Mostali of the Spike, others were sent out, in armour of iron and bronze, to reinforce the Iron Mostali.
Then the disaster occurred, and the Spike was destroyed. Many dwarves, and almost all the Ancient Mostali were destroyed. The remaining Mostali and dwarves forged their own settlements in what redoubts and fortresses still remained, and eventually developed into the dwarven nations such as Nida and Greatway.


Nature of the Iron Dwarves
Iron Dwarves, like their Ancient Mostali predecessors, are not born to their caste. Instead, each is recruited from the ranks of the other dwarves; selected by virtue of their capacity for warlike behaviour, loyalty to the Mostali purpose, and (most dangerous of all) the capability for improvisation and the prediction of enemy actions.
While to outsiders Iron Dwarves seem as staid and inflexible as their kin, the Mostali learned the need for independent thought to oppose the other races during the Gods' War. Indeed, many Mostali stories are about how the Iron Mostali learned to adapt when the trolls or elves acted in unpredictable ways. (Such as tunnelling through the floor of a chamber, rather than walking straight into the waiting crossbows and axes of the Iron Mostali as had been expected.)


Organization
Each dwarven city will have a great barracks housing all the Iron Dwarves, attached to it are forges and armouries filled with weapons and armour. The dwarves treat these complexes as if they were temples to war, and any Iron Dwarf travelling from one settlement to another will be treated much like a wandering initiate to the same god, and given food and shelter within the barracks.
The Iron Dwarves of each settlement will typically organize themselves into units of eight dwarves, led by a ninth Iron Dwarf of higher rank, who acts as priest and military commander to the unit. Each unit will name themselves after their purpose within the dwarven hierarchy; such as the Nidan Expeditionary Forces, or the Rubble Trackers of Pavis.



Iron Dwarf Cultural Keyword
Dwarves are an advanced civilized culture based around the arts of Alchemy and Sorcery. They live in redoubts within mountains and deep underground, with only the Iron Dwarf caste being likely to see the light of Yelm. Their society is not organized along kin lines, which the dwarves see as horrific, but instead around occupations, with all kettle-makers being part of a particular close knit union, which are themselves part of the great caste of copper workers.
Dwarves are around four feet tall, but are typically so stooped and hunchbacked that they appear closer to a yard in height. Their skin runs the gamut of shades, from so pallid and clammy they could be mistaken for corpses, to dark and ruddy from working near flame and furnace. Many dwarves wear beards, but this is not universal; and the crude and ugly facial features of Iron Dwarves are concealed within helmets of iron and brass.
The Dwarves worship no gods, and placate no spirits. Instead their philosophy, called the Way of Mostal, is devoted to manipulating the elemental substances that make up the world, through Alchemy and Sorcery. The Way of Mostal guarantees immortality for those who follow it, as long as they perform their assigned tasks to keep the World Machine functioning.
Iron Dwarves speak the Mostali tongue, a completely alien language to other races and cultures, helping ensure they won't be overheard by outsiders. They will also know the language of the local humans, although they will often profess ignorance if they don't want to talk. All dwarves are literate, knowing the ancient ideograms of their language.

Dwarven names are based upon their occupation, and often seem more like titles. Deepseam, Goldeye, and Ironvoice are examples of such names given to miners, scouts, and diplomats. Many are also left in the ancient Mostali tongue, such as Belkstan, Arapan, or Iravain. Others use both their name and its tradetalk translation when dealing with humans, such as the legendary Chark the Liberator who brought Illumination to the dwarves.



Common Occupations of the Iron Dwarves
  • Alchemist: After warriors, alchemists are the most common Iron Dwarves. As their duty requires them to leave the safety of dwarven life, they are most in need of the ingenious devices of alchemy. Those who know how to make and use these devices are often given command over Iron Dwarf units, and are always given great respect.
  • Crafter: While all dwarves know the arts of creation, those who specialise in making common and useful goods are rarely turned into Iron Dwarves. Those who are are usually from the Brass Dwarves, and are trained in making weapons from Brass, and eventually the Death Metal Iron.
  • Healer: These will be former Tin and Quicksilver Dwarves, and will act as battlefield medics. They do have a reputation for eagerness, seeing amputation and replacement with a weapon or alchemical wonder as preferable to the risk of infection.
  • Merchant: These former Gold and Copper dwarves have the most unpleasant duty of all, talking and deal-making with the primitive humans nearby dwarven enclaves. 
  • Scribe: Repairing the World Machine requires many careful observations and lengthy note-taking to make sure all is following the schedule. Gold dwarves are often assigned as observers, recording copious information on the outside world.
  • Sorcerer: Almost always former Silver Dwarves, the war-mages of the Iron Dwarves usually focus on commanding elemental beings, and will often be able to change an entire battlefield in dramatic ways, such as turning solid rock into soft and treacherous sand.
  • Warrior: The prototypical Iron Dwarf. Dwarven warriors are almost entirely heavy infantry, although the few light infantry act as scouts and trackers for their allies. Dwarves do not use cavalry.



Panoply of Iron
Iron Dwarves count Flares, Smoke Bombs, and Compasses amongst their Panoply, finding them essential for their work. They also use Tanien's Water, although they still call it Dwarven Fire. (Well, technically they call it Liquefied Fire, but will use the name Dwarven Fire when dealing with humans)
  •      Disorder Keg. This small container is usually made of wood, although both stone and metal variant exist. Inside them is the dangerous Black Powder, which the dwarves claim is crystallized disruption. Certainly, those who have seen it in action would agree, for when the kegs are ignited or treated too roughly, they release a tumult of heat, flame, noise, smoke and wind.
  •  Thunderstick. One of the most infamous Creations of the Dwarves, the Thunderstick is a long iron and brass tube, given a trigger and a stock, and moulded into the likeness of an animal. The most common animal design is that of a sparrowhawk. When the trigger is pulled, a piece of Thunderstone is immersed into a small reservoir of Black Powder. The anger of the Thunderstone sets off the powder with a crack of thunder, while the powder's tumult launches a sling-bullet with deadly force and accuracy at whatever the Thunderstick is aimed at.
  • Igniter. A small Thunderstone is bound within an iron cage. When  the cage is squeezed it enrages the Thunderstone. The Thunderstone sends out a small lightning bolt, which is usually directed towards Black Powder, or other flammable objects.
  • Repeater. This Creation takes the form of a box which sits atop a dwarven crossbow. Inside it is a miracle of clockwork which loads quarrels and pulls back the bowstring, allowing a crossbow to be fired repeatedly without stopping, at magical speeds.
  • Opener. This small ze-metal raven's talon is marked with designs recalling the Movement Rune, including miniature cogs. Through their arcane movement, when the Opener is plunged into a sealed object, such as a locked door, the Opener forces it to move, allowing entry. For some reason, the Iron Dwarves mostly use this to open their sealed rations.
  • Farseer. This Creation is a cone of interlocking gold tubes. The interlocking nature allows the Creation to be shrunk for ease of storage. In each end of the Farseer is a disk of polished crystal called an Energy Canteen by the dwarves. When extended, these crystals activate the Truth runes marked along the tubes, and allow someone looking in the small end the vision of a hawk, thereby letting them see great distances away in great quality.
  • Pure Air Mask. This Creation is a leather mask, fitted with a prominent beak or nose like extremity. This beak is often also leather, but elaborate ones made of aluminium have been discovered. The beak contains a mass of Earthbone, riddled with small tunnels which attract miniature sylphs to dwell within. The sylph wards off the forces of Mallia, rendering the wearer immune to miasma and other toxic gases.
Dwarven sling bullet, marked with Thunderbolt on one side, and Law and Mastery Runes on the other.

Tuesday, 19 May 2015

Sprites

Pelandan painting of a sprite
History
It is unknown exactly when sprites first appeared in Glorantha. Conventional wisdom claims they were creatures of the Green Age, like the vast majority of Aldryami. However, sprites are intricately connected with flowering plants, which were proven by the God Learners of Jrustela to first appear in the Golden Age.
Even their origin has been called into question, some of the myriad of stories include:
  • In Dara Happa it is said that the god Arraz (sometimes called by the elven name Shanassee) created the first sprites in imitation of the winged Certami, to please the goddess Erenbaya mother of plants.
  • In Ralios, sprites are said to be the flowers born by Flamal the great tree, which fell to the ground in mourning when he was destroyed by Zorak Zoran.
  • The Orlanthi say that the sprites were created by the elves in imitation of Orlanth's Impests, the spirits which fly to vex those who have offended the King of the Gods. Like these petty gods, sprites are sent to plague those who have offended, and the Heortlings are known to call them Imps, after the messengers of Orlanth's wrath.
All of these myths, and others have enough evidence supporting them; but the Dara Happan legend has spread wide enough that it is accepted in many lands as the truth, even when Arraz is unknown to them.
What is known is that the sprites were present when Flamal fell at the hands of the trollish war god, and all died on the spot, or were sent into the underworld by his servants.
The sprites themselves, on those rare occasions when one has been interrogated, claim that they saw the thralls of Zorak Zoran, the burrowing rodents. These beasts chewed through the roots of the Great Tree, rendering him vulnerable to Death. They dove into the underworld to pursue the rodents, and have been fighting a war against them ever since, even after they reappeared on the surface at the dawn.


Appearance
God Learner Woodcut of a sprite bound by a dog spirit
It is very hard to get a decent look at a sprite, due to their caution and small size. Their appearance is further
clouded by the motes of some luminous substance, the infamous pixie-dust desired by alchemists and poisoners. Most who have seen them describe them simply as tiny humanoid figures with brightly patterned wings.
When examined closely, any idea of them being child-like or beautiful quickly falls away. Sprites, like other Aldryami, more closely resemble plants than humans. Their body is formed around a large central root acting much as the torso does with other creatures, while other more slender and flexible roots sprout off from it, acting as arms and legs, with no great distinction between one or another.
These limbs rarely display any form of symmetry, with odd numbers of finger-like rootlets sprouting from their limbs almost at random, which they use to grasp objects.
The "head" of the sprite sprouts above the central root, formed out of a flower-like organ, the result resembles the antenna of a timinit, with stamen-like organs providing sight, sound, and other senses to the sprite, all concealed by protective petals when not being used.
The wings of a sprite are formed from what, on a normal plant, would be leaves. The network of veins across them giving a superficial resemblance to those of butterflies or moths, as does the ever-present dust which coats them.
This radiant dust is shed in vast amounts by a sprite when confronted with humans and other non-Aldryami, and seems to be its pollen. Exactly why this is done has been debated amongst scholars. The two most dominant theories are as follows: Firstly, that it is done to ensure survival of the species, to lay the seed of the next generation even when the current generation of sprites is endangered. The other is that the pollen acts as a kind of language mankind is not privy to, and is much like how an animal roars to scare off a predator.


Habits
Sprites have the shortest lifespan of any Aldryami, living for just a single year at most. While the vast majority are born in Sea Season and die in Storm Season, there are some forms, kin to winter flowering plants, who are active in the Dark and Storm seasons.
Sprites spend most of their short life in a dormant state, buried just beneath the surface, with only their head and wings exposed. In this state, they resemble just another flower or weed, and on occasion an unwary traveller has camped in a field to rest, only to discover he is in a nest of sprites. The reason for their dormancy is unknown, with God Learner studies determining that your average sprite spends less than a season active.
When active, sprites spend much of their time guarding flowers in isolated groves, or spying on intruders into elven forests. They will often serve as spies for the larger elves, watching invading humans or trolls from high branches out of sight, or even from the spirit world.
When forced into violence, sprites will typically flee, for they are flimsy beings, and at great danger from enemies. They will take advantage of their ability to fly, and when enemies cannot reach them, will often pelt them with small stones or nuts. This poses little risk, but can distract enemies to allow elves or other Aldryami to flank them.
The one exception to a sprite's caution, is against rodents of all kind, which the sprites blame for the death of Flamal. They will attack rats, shrews, and even rubble runners with a fury unseen outside of berserkers. Occasionally a visitor to an elven wood may even find rodents impaled on thorns, like the victims of a butcher bird.


Magic
Sprites are beings that stand on the boundary between the inner world, and the spirit world, and are able to see and interact with spirits as if they were solid entities. Sprites may even become spirits themselves through concentration, abandoning their material form, and appearing to vanish into thin air.
In this state, sprites are vulnerable only to spirits and shamans, but likewise cannot attack those in the inner, material world.
Sprites are loath to remain as spirits for long, suggesting that it is uncomfortable, or even painful to them.
Other than this, sprites have no other innate magic. However, like other Aldryami all sprites are part of the Aldrya tradition, although none has ever become a great magician or shaman.

Sunday, 3 May 2015

Kero Fin



Mythos and History
Kero Fin was born in the Green Age, when Larnste the Soul Arranger rested with Gata the Earth Mother. Even if other mountains had deeper roots, or grew to greater heights, Kero Fin was Larnste's favourite child, for when he looked at her he remembered the one time he had paused in his labours, and was pleased.
In the Golden Age, Kero Fin stood alone, in a great wide land, for when he rested, Larnste had not planted any other mountains to accompany her. Still, she was not lonely, for she had many suitors, from across the world. Many gods met here, and became allies or enemies while they sought the hand of the mountain goddess. Many rivalries started in those days, such as those between Deer King and Fralar, father of Carnivores. But all respected Kero Fin's word, and none fought each other in her presence. Even the mighty dragons loved her, and their first and greatest nest was placed at her feet, giving the area around her the title of Dragon Pass.
When Umath Storm Father was born, he alone did not desire Kero Fin, for he loved another, but was kept from her. At this, Kero Fin was surprised, and spoke to him of this. He described his longing for Asrelia Earth Mother, and when Kero Fin heard it, she knew of this longing as well. She loved Umath Storm Father, and although he could not love her back, they spent many enjoyable ages together.
When Umath left to confront the Evil Emperor, Kero Fin was with child; and when Umath was dismembered by Jagrekriand, the child was born as Orlanth. Kero Fin loved the greatest of her children, and gave him the winds of his father and the changing of Larnste as his birthright. Having nothing to offer him herself, she instead gave him Dragon Pass, or Kerofinela as it would become known, as his to rule. And so Orlanth became Orlanth Storm King.
Kero Fin prospered throughout the Storm Age, when Orlanth made her the Law Rock of his camp, and built his great fort to surround and enclose her. She shared her land with many other goddesses, with her sons and daughters and their lovers, she was accompanied by many, and loved by all.
Then came the Great Darkness, when her children and lovers dwindled and perished. Kero Fin herself, stood strong and remained, even as the land froze, she survived. She covered herself in a robe of snow and ice, and stood there, in the darkness, with Elmal bringing light from her peak, until Orlanth returned with the Sun.
After the Dawn, the worship of Kero Fin was always greatest amongst the Koroltes tribe of Heortlings, where it was often said that there was a shrine to her on every hill and rise in their lands. Although many other goddesses were welcomed into their lands, she was still the foremost goddess in Koroltesland for much of the First and Second Ages.
The Dragonkill ended this, for too many of her cult were slaughtered when they would not flee, and outside of Dragon Pass, it was too difficult to reach her, resulting in a waning of influence and power. Only the Beastmen and Trolls of the Indigo Mountains were still able to reach her during this time, and the goddess slumbered much of the time.
When the resettlement of Kero Fin began, old shrines were once again opened, and the Orlanthi were once again able to reach Orlanth's mother for pilgrimages. Only in Tarsh did the cult thrive, and even then it was never in the numbers she once had.

Nature of the Cult
Kero Fin is the greatest mountain in Genertela, who rises from the surface of the world to reach the Middle Air above. She is the mother of mountains, and of all the living things that inhabit the lands around her.
She is also the power of rule, for all living beings must obey their mothers, and so any who gains her blessing may rule all others in her name.

Depiction
For most people, Kero Fin needs no depiction, other than the great mountain of Wintertop. Here she is embodied, rising from the bosom of the earth, and touching the Middle Air where her son, Orlanth, dwells.
When called upon for rituals, or other purposes, her representations tend to be simple, showing a motherly woman, swathed in white robes, and always holding a child.


Runes
Kero Fin is connected with the Runes of Earth and Mastery.
Earth Rune Affinity
As the goddess of mountains, Kero Fin is deeply associated with the Earth Rune. Her initiates have used her Earth Rune to cause avalanches, climb hills and mountains, endure mountain weather, summon and command lesser mountain goddesses and gods, and find safety in the mountains. As the great mountain Wintertop, she was also mother to many gods and goddesses, including Orlanth, allowing her worshippers to use the Earth Rune to perform great powers of motherhood, such as comforting children, easing births, and convincing their children with quiet words.
Initiates strong in the Earth Rune are maternal and patient.

Mastery Rune Affinity
Kero Fin's association with the Mastery Rune comes from her power of sovereignty over Dragon Pass. This gives her different powers over all who live there, spirit or man, although they do not function when out of sight of her sacred mountain. Some of the effects initiates of Kero Fin have used her Mastery Rune for include: Calling shadowcats, commanding people from Dragon Pass, crown tribal kings, create a covenant between inhabitants of Dragon Pass, and bless marriages.
Initiates strong in the Mastery Rune are dignified, just, and authoritative.

Particular Likes and Dislikes
Kero Fin is friendly with most other deities, for she ultimately does not care for the feuds and rivalries of other deities. She bears a special love for her children Yinkin and Orlanth, and for her lovers who survived the darkness, such as Veskarthan, but she welcomes and accepts any who come to Kerofinela as friends. The exception to this is the forces of Chaos, which Kero Fin despises, as do all right thinking-creatures.

Cult Organization
Kero Fin's singular temple and holy place is her material body, the mountain that bears her name (but is also known as Wintertop). Her cult is strongest there, but in each of the peoples in the surrounding lands of Kerofinela worship her in their own way.
The Sartarites of Dragon Pass no longer give Kero Fin the preeminance she once had, but even to this day, they respect her greatly. Shrines still occasionally can be found in tribal lands, and every prayer to Orlanth invokes her power.
Among the Tarsh Exiles, Kero Fin has become a uniting goddess, although the cult has existed since the time of Arim the Pauper. The exile tribes view her as a great protecting goddess, who guards them against the Lunar usurpers, just as a mother hides her children beneath her apron.
The Grazelanders know the great mountain Kero Fin as the incarnation of the goddess Orest, Mother of Mountains, and of the Lady of the Wild and La-Ungariant. They worship Kero Fin under that name, and know that although she is the mother of all that is good, she is also the goddess of those places horses may not go. Thus her initiates are both rare, and respected for their mastery of secrets other Grazelanders do not know. It is said that the Feathered Horse Queen worships Orest, and this is the source of her power of rule.
The half-men of Beast Valley have now been forced almost to the reaches of Kero Fin's influence. Where once they had free roam during the Inhuman Occupation, now they see her only distantly. They still revere her as the Mother in Law of Ironhoof their king, and know that as the mother of the Lady of the Wild, they owe her much.
The trolls of the Indigo Mountains pay great honour to Kero Fin, even though the trolls of nearby Dagori Inkarth view her with suspicion for birthing their great foe, Orlanth. In the Indigo Mountains, she is known to be the husband of Himile, the trollish god of cold and ice, who cloaked her with his wintry cloak, and she in return birthed Inora the goddess of the mountain tops. The troll hags who are her priestesses are the only ones who can climb up to the snowy reaches of the Indigo Mountains, and bring back gifts from the ice demons and snow nymphs who reside at their peaks, and are often rivals with the priestess of Korasting over who bears the greater children.
The Dragonewts are known to acknowledge the mountain goddess, and crown whoever is chosen to be King of Dragon Pass, but if they worship her, and what how she appears in their stories is unknown.

Priestesses
Kero Fin has only a handful of priestesses, who are ritually garbed in white, and dwell apart from others, on the highest point of a tribe's lands.

Holy Days
Although Kero Fin is worshipped as part of all Orlanthi worship ceremonies, her cult perform special ceremonies, on two days of the year. The first is Birth Day, the first day of the year (on Freezeday of Disorder Week in Sea Season), this is also an equinox, when both day and night are of equal length. Here ceremonies celebrate the birth of each of her children, even among those who would normally be enemies or rivals (such as Inora and Orlanth). Priestesses of Kero Fin walk among the people on this day, giving gifts and blessings to all who are the children of the mountain goddess.
King Day (on Winds Day of Stasis Week in Fire Season) is Kero Fin's high holy day, when people come to seek her blessing of rule. the greatest ceremonies are performed at Wintertop, and many come to offer the goddess gifts. In Sartar, this day has almost been completely replaced with Founder's Day, when Sartar became King of Dragon Pass. The priestesses of Kero Fin have accepted this with grace, but have never been seen amongst the festivities.

Sacrifices
Kero Fin accepts any domestic animal, although shadowcats are the most common. Such is the power of Kero Fin, that the sacrifice actually volunteers for the task, and dies instantly and without bloodshed, knowing it shall soon be in the bosom of the goddess.

Initiates
  • Initiates of Kero Fin must have either the Earth Rune, or Mastery Rune at 1W or higher.
  • Men usually initiate to her Mastery Rune aspect, worshipping her as the granter of sovereignty, and mother of Kings.
  • Women instead usually initiate to her Earth Rune aspect, worshipping her as the great mountain, and Mother of kings.

Subcults
Kero Fin has had many daughters and husbands, as well as secret names and titles known only to a few. These other deities are often worshipped as subcults of Kero Fin.
The Desired One
The Desired One is the name of a shared aspect of Kero Fin and Ernalda, the ruling power of the Earth. She is the power of sovereignty, who chooses who rules the land of Dragon Pass. Ambition is what she craves, and she chooses only the greatest to be her lover, and wear her necklace. This subcult is the rarest of all, with barely a handful of members at any time, and only one being publicly acknowledged, usually the Feathered Horse Queen of the Grazelanders. This subcult provides the Sovereignty Feat.

Ganval
Ganval was the most beloved of Kero Fin, and the first to be granted her necklace of sovereignty. He won friendship with everyone in Dragon Pass with his good humour, and has many oaths of friendship and obedience with the elemental gods and spirits of the land. The only god who did not treat him with kindness was Hrognar, son of Telmor the Wolf God. Hrognar and his spawn slew and devoured Ganval's children, and Ganval now counts all wolves as his enemies. Members of this subcult must swear an oath to never befriend wolves, wolf runners, or wolf spirits. In exchange they may use their Mastery Rune to summon and command elemental spirits.

The Lady of the Wild
Known as Velhara to the Orlanthi, and Tara to the Grazelanders, the Lady of the Wild is the mother of the wilderness which surrounds Kero Fin, her mother. She is a fearsome goddess, clad with a necklace of her unworthy suitors' skulls, and armed with nature's fury itself. She is a favoured goddess of the half-men of Beast Valley, as she was the mother of their king, Herjeen; but she she receives sacrifice from all hunters in Kerofinela, to avoid her wrath. Her worshippers are able to use their Earth Rune to command natural animals.

Inora
Inora is the goddess of the mountain tops, daughter of Kero Fin and a god of cold and frost. Also known as the White Lady, she is worshipped even in far off Prax and Halikiv, where her mother is visible only as the most distant of figures. Inora cloaks herself in snow and ice, and her every step brings a flurry of cold to the lowlands. She is counted amongst the winter gods, who ride out every dark season to blanket the world in frost, and forces people to hide within their steads for protection. She is said to be the lover of Valind, god of the Glacier, although all agree neither is faithful to the other. Her few worshippers are able to use their Earth Runes to freeze the ground.

Sorana Tor
Sorana Tor is Human Sacrifice, the power to use the life and breath of a human to empower magic without strengthening Chaos. Often known by the name Ana Gor by other Orlanthi, Sorana Tor is hated and feared by most Orlanthi, except among rare cults such as Humakt and Ty Kora Tek. Kero Fin knows that sometimes horrific deeds must be done to safeguard the world, ans so allowed Sorana Tor to build her temple at Kero Fin's foot. Here she waits, despite the attempts of others to drive her away, and was found by Arim the Pauper, who took her as his bride. This subcult provides the Sacred King Feat to men, and her female worshippers can use their Mastery Runes to perform human sacrifice.

Devotees
  • A Kero Fin initiate with a rating of 11W in either the Earth Rune or the Mastery Rune may dedicate themselves completely to Kero Fin and become a devotee of their goddess.
  • Devotees of Kero Fin are subject to the usual restrictions.

Feats
Devotees of Kero Fin may perform magic feats, repetitions of their goddess' mythic deeds. Some feats are universal to the Kero Fin cult; others are associated with specific subcults.
The Great Dance
Kero Fin is the dancer at the centre of the land, who caused the great dragons to circle her in fascination and lust. While she dances, all draconic beings will stop their actions to watch her dance, and gaze at her in love and wonderment. When the dance stops, the dragon is freed from the enrapturement, and may react in dangerous ways, such as when Drathdaw the Stone Dragon sought to mate with Kero Fin.
Sacred King
Sorana Tor, although a terrifying goddess, is generous with her rewards. Those she accepts as her lovers and champions become great warriors and wise leaders. This greatness is touched with sorrow, for Sorana Tor will not relinquish that which she loves, and her chosen ones will never have children with any other than her. Worse yet, is the knowledge that a day will come when Sorana will claim their life, either in peacetime, such as when Arim or Illaro Blacktooth died in her arms, or on the field of battle.
Sovereignty
Kero Fin is the great power of sovereignty, the Law Rock, and the maker of kings. If someone is successful at wooing her, she can grant him her necklace, and hand in marriage, so that he might rule her lands of Kerofinela. None who live within her borders can gainsay the words of the person she has appointed as King of Dragon Pass, and all shall respect him as the one true king of the land.

Lesser Mountain Goddesses
Kero Fin is the great mountain goddess, and her daughters are the nymphs of mountains and hills, the Oreads (also known to the Grazelanders as Orestiads.)
In addition to her daughters, she also commands the loyalty of the Little Mountain Spirits, a group of Earth Elementals who appear as small bearded men formed of pebbles and stones. They are responsible for many rockfalls in the mountains of Kerofinela.

Monday, 23 February 2015

The Aldrya Tradition


Mythos and History
In the beginning, there was only endless Potential. Into this came the ungrown Grower, who created from itself the waters of Eron, the land of Gata, and the light of Halamalao. The Grower then manifested itself upon Gata as Falamal, the first tree and center of the world. He sunk his roots deep through Gata to be nourished by Eron, and raised his leaves high to be warmed by Halamalao.
Falamal shook free seeds, which fell upon Eron, Gata and Halamalao. There they sprouted into the three sisters, Murthdrya, Haladrya, and the greatest who was Aldrya. Aldrya was the forests of the land, whose children were trees, bushes and flowers.
Into this paradise came many minor spirits, who created wild animals to live within Aldrya and her sisters. Eventually Falamal had covered the entire world, and still grew further. His roots and branches cracked the edges of the world, and released Oblivion.
Oblivion began to destroy everything it could, lessening the world with each death. Aldrya granted some of her children the ability to move and fight, and these became the first Elves. They fought with spear and bow against the forces of Oblivion, but could not hold it back forever.
A new force appeared in the world, equal to that of the Grower. It was Taker, and it sought to destroy the Grower. It turned Gata to dust, extinguished Halamalao, poisoned Eron and pulled up Falamal, leaving only Aldrya and her children to fight. Taker then created new creatures and twisted others, creating Trolls and Dwarves, and turning the animals into monstrous things that ate plants.
Eventually, between the Taker and Oblivion, the children of the Grower were all gone. The Taker then began to Take itself, until there was nothing left, and Oblivion was gone.
Now came a miracle. There was one seed left of the Grower, and from this was reborn both the Grower and Taker. They had both came to understand each other, and had learned of each other's roles in the world. The Grower would create new life from Potential. And the Taker would destroy that which was old, or weakened, so that new growth could occur.
With this arrangement made, Grower regrew the world.

Nature of the Cult
Humans often think of Aldrya as the goddess of the forest. Her worshippers know this is not true, and that Aldrya is the forest herself, and that without her worship, the trees themselves would sicken and die.
Aldrya is worshipped in some human cultures in secret, often disguised as the worship of a subcult of the local earth goddess.
A few rare elves are unable to initiate into the Aldrya Tradition. These rootless elves do not have the Lifesense which allows the greatest communion between elves, and so are outcasts, even when they have not left their communities. Rootless elves often join allied cults, often fulfilling some role that other Elves find taboo. Others leave the forests, and become wanderers and vagabonds.

Depiction
Amongst elves, Aldrya is represented by a tree bearing many different kinds of leaves and fruits. Humans, including her few human worshippers, instead depict her as a dryad of some local tree.

Particular Likes and Dislikes
Aldrya has many friends amongst the human pantheons, usually amongst the Earth goddesses, such as Overdruva for the Orlanthi, or Erenbaya for the Pelorians. Solar cults are also common allies, especially Yelmalio, who the Elves claim learned his magic from Halamalao.
As well as friends, Aldrya has many foes. Especially the Dwarves and Trolls and their gods. The Elves have a special enmity for the Troll god Zorak Zoran (who the Elves know as Zazakor), who slew Aldrya's lover Falamal during the Great Darkness.
Like all right thinking entities, Aldrya is an enemy of Chaos, and Elves are willing to ally with their ancestral foes to destroy this mutual threat.

Cult Organization and Holy Places
The Aldrya Tradition is centred around the Great Trees, direct seedlings of Falamal, and in existance before Falamal perished in the darkness. Each of the great ancient Elven forests had a single Great Tree, although many have perished since time began. In the forests where that has happened, the Elves follow seedlings of the Great Tree, although their power and unity are diminished.
Surrounding the Great Trees are councils of Gardeners, who make decisions for Elven communities by means of their age and experience.

Holy Days
Aldrya has three High Holy Days over the course of the year.
The first occurs on Water Day of Fertility Week in Water Season. This day celebrates the awakening of the forests, and the return of Falamal. It is a joyous time, filled with rowdy festivals and ceremonies of unity.
The second High Holy Day is on Clay Day of Fertility Week in Earth Season. The day starts off with celebrations and ecstatic dances, but as the day progresses more and more of the revellers break off to sleep for the long winter ahead. The day ends with a recreation of the death of Falamal, and only the few Green or Yellow Elves remaining awake.
The last Holy Day occurs on Wild Day of Truth Week in Storm Season. As the forest is still asleep at this time, only the Yellow and Green Elves are awake to perform the rituals. They march around the forest, performing the dances and songs to begin the long awakening of the forest, while fending off attacks by their enemies, especially trolls.

The Aldrya Tradition
  • To join the Aldrya Tradition you must first have a Plant Rune. Almost all Elves are initiated to Aldrya as soon as they can walk and speak, as are runners and pixies. Non-Elves must petition a Gardener (a Shaman of Aldrya) to let them join the Tradition. Traditional Elf-foes such as trolls, dwarves or Chaos are never allowed to join the Tradition.
  • For game purposes, any hero with a Plant Rune can join the Aldrya Tradition at the same rating as their Plant Rune. Simply add Aldrya Tradition (Plant, Earth, Life) keyword after the Plant Rune.
  • Instead of providing the Spirit Sense ability, the Aldrya Tradition keyword provides the Lifesense ability, which as well as allowing you to hear, see and communicate with spirits, also allows you to sense the health and emotions of plants, including Elves. Non-Aldryami heroes cannot take Lifesense as a breakout ability.
  • When joining the Aldrya Tradition, you recieve a number of charms, as described in the HeroQuest core rules (page 112). Charms of the Aldrya Tradition typically include Bear Fruit, Change Paths, Deflect Weapon, Ever Green, Move Unseen, Shade from Sun, Strong, and Tall.


Spirit Societies:
Children of the Forest
The Children of the Forest is the core spirit society of the Aldrya Tradition; most members belong to it before joining any other spirit society. The Children of the Forest deals with the spirits of trees and other residents of the forests. A member of the Aldrya Tradition may join the Children of the Forest spirit society when they have an Aldrya Tradition rating of 1W or higher. Simply add the Children of the Forest Spirit Society (Plant, Spirit) keyword after the Plant Rune.
  • Animal Brother. These spirits were ancestors of many of the creatures that dwell in the forests. They grant the charm Command Woodland Animal. The taboo of this charm is Never Eat Meat.
  • Elf Bow. This plant spirit is always embodied in a special seed, planted when someone joins the Children of the Forest spirit society, which grows into a living bow. It grants the charm of Arrow Trance. Most Elves take the Elf Bow as a Spirit Ally. The taboo of this charm is Use No Other Bow.
  • Marching Tree. These plant spirits are the defenders of forests. Their charms can be used to awaken plants to aid in fighting enemies. The taboo of this charm is Always Attack Elf-Foes.
  • Medicine Tree. These plant spirits despise the White Lady and her plagues. They provide charms to fight many kinds of disease. The taboo of this charm is Never Deny Healing.

Gardeners - Aldrya Shamans
  • After at least twenty rings (or years, in human terms) of service to the forest, a worshipper with an Aldrya Tradition rating of 11W or higher can become a Gardener, a shaman of Aldrya.
  • The petitioner is taken by other Gardeners to a sacred grove, where they are buried to await the coming of the White Lady. The White Lady inflicts upon the petitioner all the pains the forest suffered during the Great Darkness. If the petitioner is able to weather the assaults and emerge from the soil in rebirth (as a major plot obstacle) they have awakened their fetch, becoming a Gardener of Aldrya.
The Fetch
A Gardener's fetch is a Great Tree, which manifests in the spirit world shading the Gardener from harm. The Great Tree performs all the functions of a fetch (c.f. HeroQuest pg. 114), but also manifests in the natural world when the Gardener sleeps. Eventually a Gardener may sleep forever, leaving the Great Tree to mark where they once lived.


Other Aldrya Spirit Societies

Eron
Eron was the first of the ancient Protectors of the Elves. He formed from the Grower's tears and sap, freely given, to provide substance to the world. When Falamal rose to the heavens, his seeds mixed with Eron's body, producing the Blue Elves and their goddess Murthdrya. As such, he is most favoured by them, although all species of Elf revere him.
Eron's spirits are those of the cool water, providing succour and healing to those who need it.
 
  • Healing Water. These spirits are the pure tears of Eron mixed in with his sap, preserved since the Great Darkness. They provide charms to Heal Wounds. The taboo of this charm is Never Kill. 
  • Wetroot. These rain spirits dampen everything around them, making things harder to burn. They provide a charm to Quench Fire. The taboo of this charm is Never Seek Shelter From Rain.
  • Quiet Rest. These water spirits provide a gentle susurration which relaxes the spirit and body. They provide a charm to Sooth Aches. The taboo of this charm is Never Pollute Water.
 
Gata
Gata was the second of the ancient Protectors of the Elves. She formed from Eron, as resin forms from sap, to provide stability to the world. When Falamal rose to the heavens, his seeds fell upon Gata's body, producing the Green Elves and their goddess Aldrya. Later, the Green Elves were divided into the Green, the Brown and the Yellow Elves. But all revere their ancestor Gata.
Gata's Spirits are those of the soft Earth, providing food and strength for all who want it.
  • Lost Flower. These are earth spirits which once bore woods and forests, but are now bare earth, longing for plants to grow once more. They provide charms to Grow Plants. The taboo of this charm is Plant Seeds Every Day While Awake.
  • Quiverloam. These are earth spirits who have been touched by some of Eron's nature, making them malleable and capable of soothing wounds. They provide the charm of Healing Mud. The taboo of this charm is Sleep With Feet In Earth.
  • Earth Power. These are the earth spirits who raise the largest of trees and bear buildings of stone and wood. They provide the charm Strength of Earth. The taboo of this charm is Never Leave The Ground. (Due to their connection to Gata, trees are also counted as ground for the purposes of this taboo.)

Halamalao
Halamalao was the third of the ancient Protectors of the Elves. He formed from Gata, rising as light sparkles off amber, to provide hope to the world. When Falamal rose to the heavens, his seeds ascended into Halamalao's heart, producing the White Elves and their goddess Haladrya. The White Elves and their goddess were lost in the Great Darkness, as was Halamalao himself. The other Elves worshipped him still throughout the Darkness, and were rewarded at the Dawn when he returned. They hold out hope for the White Elves to return eventually as well.
Halamalao's spirits are those of warm Light, providing protection and joy to all who ask for it.
  • Light Child. These light spirits are those of sunbeams that shine through the canopy of the forest. They provide charms of Blind Foe. The taboo of this charm is Never Hide From Sun.
  • Petal Jewel. These blossoms contain light spirits which fell upon them at daybreak. They provide charms of Bright Light. The taboo of this charm is Always Greet The Dawn While Awake.
  • Sun Follower. These flowers constantly point towards Halamalao in the sky, and call upon their kin to do the same. They provide the charm of Ripen Plant. The taboo of this charm is Never Fight at Night.
Spirits of Reprisal
Any member of the Aldrya Tradition who violates their taboos risks a visit from the White Lady. Each night she inflicts one of her many blights against them, such as Frost, Petal Rot, or Galls.
If the member does not make amends with the spirit he has offended, the combined diseases will cripple them and eventually they will die. The blight spirits cluster around him on the spirit world, allowing members of other traditions to recognize the member as an oathbreaker.

Wednesday, 18 February 2015

The Gorakiki Tradition


Mythos and History
Gorakiki is the greatest and most well known of the daughters of Kropa the many-legged.
Born when the first appeared in the darkness, Gorakiki thrived in this time of endless food and safety. She bore many children, who each went out to find their own place in the world.
Kyger Litor, the mother of trolls, befriended Gorakiki, pledging her protection for what gifts Gorakiki could offer, and together the trolls and insects thrived, becoming the greatest in all of existence.
When the burner arrived, Gorakiki fled with her children, arriving on the surface world. Here she had more room to grow, and although food was never as bountiful, her children grew new methods to hunt and catch it.
She once again became allied with Kyger Litor, and together their children expanded, conquering the shadowed surface world, and becoming masters of all.
When the burner returned to the surface, Gorakiki hid in the trolls' caverns, only coming out during the dark of night, although some of her more adventurous children adapted to the new light, and becoming fearless warriors.

Nature of the Cult
Gorakiki is the mother of all insects, the most successful of all creatures of darkness. As such her cult is found across all of Glorantha, even when it is not obvious.
While small bands of Hsunchen worship some of her aspects, and humans and elves sacrifice to Gorakiki to ward off her children, the most infamous worshipers of the Insect Mother are the trolls. To them, she is both provider and protector, even as they provide and protect her children.

Depiction
Gorakiki is present in all depictions of insects. Among the trolls, her totems often resemble piles of refuse made from discarded carapaces and mandibles of their local totem.

Particular Likes and Dislikes
Gorakiki has few friends, and even fewer enemies, for she cares most about food and shelter, and ignores those who do not trouble her. Any who offer her tribute will be looked on with kindness though, and Gorakiki is willing to share her gifts with those who have helped her.
Among her worshipers, the cult of Argan Argar is often a convenient source of allies, for the nests of the insect mother produce many valuable creatures and resources which the Argan Argari are eager to trade for.

Cult Organization and Holy Places
Gorakiki's cult is spread out into many self-sufficient nests (Shrines of Gorakiki) and spirit societies. There is little inter-shrine communication, even between those of the same society, and rivalries are common within different nests within the same community.
A nest is devoted to breeding, caring, and aiding one of Gorakiki's children, and deep within them lie the actual breeding chambers, the most sacred place within each nest, and where the most powerful and dangerous rites of the Insect Mother are performed.
Each nest is divided into two groups, the workers and the guardians, each is led by an Imago, a Shaman of Gorakiki, and therefore each nest must have at least two shamans to remain sanctified, and both shamans must remain united in purpose, even if they do not care for one another personally.

Holy Days
The cult holds special rites on the Freezeday of each season's Fertility week, celebrating the emergence of new insects, or their progression to a new stage of life. During Dark season, these rites are especially frenzied, and few trolls will approach the cult's nests during this time.

The Gorakiki Tradition

  • Any hero with the Beast Rune has the potential to join the Gorakiki Tradition, although only among trolls and the strange insect people of Jrustela is this common. To join, you must convince an Imago (a shaman of Gorakiki) to initiate you into the tradition.
  • For game purposes, any hero with a Beast Rune can join the Gorakiki Tradition at the same rating as their Beast Rune. Simply add Kyger Litor Tradition (Darkness, Beast) keyword after the Beast Rune.
  • When joining the Gorakiki Tradition, you receive a number of charms, as described in the HeroQuest core rules (page 112). Charms of the Gorakiki Tradition typically include Climb Wall, Deadly Bite, Find Prey, Hide From Light, Kill Plant, Make Chitin Weapon, and Speak with Insects.
  • In addition, when joining the Gorakiki Tradition, heroes must choose a spirit society to belong to. This spirit society follows the rules found in HeroQuest page 113.

Spirit Societies
Gorakiki-Beetle
The Beetle was the first of Gorakiki's children, and has almost as many children as her mother. In the darkness of Wonderhome, Beetle provided food and protection to the trolls, and was fed and nurtured by them in turn. Even today beetle shells are the most common material for troll arts and armour, for they are far more common than lead, and do not require heat to work.
  • Carapace. Slumbering beneath the troll's skin, when awoken these spirits thicken the skin into a hard black and shiny shell, acting as a charm of Grow Carapace. The Taboo of this charm is Protect Others.
  • Many Arms. These spirits rest in the arms of the troll, and act as a charm of Grow Extra Arms, sprouting them from their sides when activated. The Taboo of this charm is Never Refuse to Help.
  • Sprout Weapon. These are spirits of many different kinds, but all inhabit the head of the troll. When awoken, these spirits act as a Sprout Weaponry From Head charm, allowing the troll to grow large horns, antlers, beaks, or shovel-like projections of carapace, turning their own face into a weapon. The Taboo of this charm is Never Retreat.

Gorakiki-Locust
Gorakiki birthed the Locust mother after the exodus from Wonderhome, when food became scarce for the first time. The Locust mother and her children (including grasshoppers, crickets, and katydids) spread across all of Glorantha, eating anything and everything they could find in a massive swarming horde. It took the combined forces of the trolls and their enemies to kill and eat much of this horde, and even today the worshipers of the Locust mother follow and feast upon their totem, in contrast to other members of the tradition.
  • Insect Song. This spirit rests within the bones of the troll, when flexed the troll can create a deafening creaking noise, acting as a charm of Communicate Long Distances. This communication is not understandable to those who do not worship the Locust mother. The Taboo of this charm is Never Prevent Music From Playing.
  • Leaping Legs. Sleeping within the legs of the troll, when awoken, these spirits act as a charms of jumping and leaping. The Taboo of these charms is Never Sleep in the Same Place Twice.
  • Ravenous Jaws. This spirit inhabits the jaw of the troll and provide charms of hunger, eating, chewing and biting. The Taboo of these charms is Never Refuse Food.

Gorakiki-MothThe Moth mother is one of the most favoured of all Gorakiki cults, for their fur is pleasing to the darksense of trolls, and they hate the Burner as much as trolls for driving them into hiding.
When the burner returned to the sky, one of the moth mother's daughters stood unafraid of his light, alone amongst her siblings. While her sisters and brothers fled to the safety of the night, she clad herself with warpaint and became the warrior mother of butterflies.
  • Butterflight. These spirits dwell within the troll's back, hiding peacefully until awoken. Then they spread a pair of wings, either a plain white, or covered in bright colours, these wings act as a charm of Winged Flight. The Taboo of this charm is Never Hide from Enemies.
  • Featherscales. Acting as a charm of Make Weapon Harmless, these spirits release clouds of feathery scales to gum, up enemy weapons. The Taboo of this charm is Use No Cutting Weapons.
  • Feelers. Dwelling within the skull of the troll, when awoken they sprout a pair of large antennae, and become sensitive to movement. These act as a charm of Detect Enemies. The Taboo of this charm is Never Ally With Creatures of Light.

AraneaUnlike most of Gorakiki's spirit societies, Areana is not one of her children. Instead the great spider spirit is Gorakiki's elder sister and the two are often rivals for food and other resources.
Aranea is often seen as a mystical goddess, for during the darkness she met with the great goddess Arachne Solara, and the two bonded over their shared connections. From this gave rise to Arenea's power over the fate of all things.
  • Spider Fangs. These Spider spirits inhabit the teeth of the troll, and drip foul liquids. They provide the charm Agonizing Bite. The Taboo of this charm is Feed Any Hungry Spider they meet.
  • Many Legs. These spirits dwell within the troll's legs, and when awoken turn the troll's limbs into several horrifying legs like a spider, providing charms of freedom of movement, clinging to walls, and skittering movement. The Taboo of these charms is Never Harm A Spider.
  • Webbing. These spirits inhabit bundles of spider silk, providing charms of Throw Entangling Webs. The Taboo of this charm is Never Interfere With Prophecy.

Krolar
Krolar was the younger brother of Gorakiki, born into hell when it was ruled by the evil Burner, and protecting the last remaining darkness there along side his twin. When Chaos emerged, Krolar's twin was devoured, and Krolar left the darkness (for it has gained other protectors) to search for a weapon to slay the Chaos.
Krolar found this with Zorak Zoran, the god of hate, who gave Krolar a spear of death, and armour of lead, and two claws of agony. Krolar confronted the Chaos thing, killed its children and drove it off to hide. Krolar is now worshiped by some trolls as a fearsome patron, who fears neither death nor Chaos.
  • Chitin. These spirits live in scars upon the troll's thick hide. When the spirits are awoken they provide the charm of Leaden Skin. The Taboo of this charm is Never Flee Chaos.
  • Jabbers. These spirits dwell within the trolls hands, and provide the Grow Claws charm. The Taboo of this charm is Never Harm a Scorpion.
  • Scorpion Tail. This spirit dwells within the troll's back, and provides the charm of Grow Deadly Tail. The Taboo of this charm is Never Use Antidote.

Imagoes - Gorakiki Shamans
  • Those worshipers of Gorakiki with at least two years of experience, and a Gorakiki Tradition rating of 11W or Higher may undergo a ritual to become an Imago, a shaman of Gorakiki.
  • The prospective shaman is led underground, to the secret nests of their spirit society, where they are placed among their totem insects. The insects cover the troll completely, until not an inch of skin can be seen, and send the worshiper to meet Gorakiki herself. If Gorakiki recognizes their kinship (a major plot obstacle), the worshiper is then able to rebirth herself as a fully adult member of Gorakiki's tradition, awakening their fetch, and becoming known as an Imago.

The FetchMembers of the Gorakiki tradition see the Imago's fetch as their true form, a giant insect or other arthropod the size of the shaman. As well as performing all the functions of a fetch (cf. HeroQuest pg. 114) the Imago may become one with it at will, becoming a gigantic insect creature in the surface world.

Wednesday, 11 February 2015

The Kyger Litor Tradition

Well, it was inevitable. Can't have cults without one for Kyger Litor. The names of Boztakang's charms came from the Unspoken Word's Uz book, and no disrespect is intended by using them.


Mythos and History
Kyger Litor was originally an unknown spirit of the darkness, until Subere, Kyger Litor's mistress shaped her into the form of a troll. Kyger Litor became the first troll, and produced many children, most famously Korasting the mother of many, who gave Kyger Litor many grandchildren as well.
In the darkness of Wonderhome, life was perfect, there were many fungi and animals to feed on, and death was unknown. Into this paradise came the Burner, who came from a world of pain and light to destroy all that was good. Kyger Litor and her children first tried to destroy him, then drive him out, and when this failed they fled.
Many did not survive the journey, and became the first ancestresses. Kyger Litor took their spirits into herself to protect them, and eventually all who could made it to a new world.
This world had no roof, being the surface, and the sky was full of painful lights, and so this land became known as Komor, or Hurtplace.
Here, despite the pain, the trolls thrived, with new foods to eat, and new creatures to dominate. The trolls carved out a new empire.
Eventually the Chaos which lay beneath the deepest underworld found its way to the surface, and began to destroy everything. The trolls fought back, leading the other races against the Chaos things that attempted to destroy the world.
There were glorious victories and terrible defeats, but finally a god known as Orlanth, who had been both ally and enemy to Kyger Litor and her children, found a way to bring forth the hated Burner. He used it to force back the Chaos, and set it in the sky for half the time, although out of fear and respect of the trolls, he let it sink back to the underworld for the other half.
With the Burner now upon the surface world during the day, it was unable to prevent Kyger Litor from reclaiming Wonderhome for her children, providing a place of rest for the ancestresses who had perished since they were driven out. She taught the trolls how to call up these ancestresses up from Wonderhome for aid, along with other spirits, and so created the Kyger Litor Tradition.

Nature of the Cult
Kyger Litor is the great ancestress of all trolls, and is the foundation of trollish identity. All trolls are considered members of the tradition at birth, although they are not initiated until they come of age (usually fourteen years). Despite this, some trolls do not take the initiation rites, seeking other powers and mysteries. Because of their choice, they are viewed as outcasts, lacking a basic trollishness, and are often treated as little more than trollkin.
Non-trolls have been known to join the tradition, most famously Arkat Chaosbane. The initiation rituals are nasty, brutal and long, and upon completion the initiate takes on some trollish features.

Depiction
Statues of Kyger Litor are chewed out from black stone, towering over the statues of other gods. Her form is depicted as that of an archetypal Mistress Race troll, clad in the trappings of power.

Particular Likes and Dislikes
Kyger Litor is the ancestress of all trolls, and most of their spirits are her children or grandchildren. Even those who are not her children pay her homage as ruler of the darkness, and this even includes darkness entities from other races.
Kyger Litor is a foe of all entities of fire and light, gods, spirits and essences, for to the trolls they are servants of the great Burner. This includes the Orlanthi Lightbringers, who the trolls see as bringing the Burner back.
The elves and dwarves are great enemies of the trolls, especially the dwarves who created the poison metal, iron, to burn the trolls. However, Kyger Litor is willing to ally with even her usual foes such as these to destroy Chaos, which is her greatest foe, especially the vile mother of the Broos, Thed.

Cult Organization and Holy Places
Among the trolls there is no separation between religious and temporal power, with the most powerful female member taking the position of rulership in any troll hierarchy. If one exists, then a Mistress Race troll will take this position, otherwise it is a Great Mother of Kyger Litor. Males very rarely gain any significant positions within troll society, however trolls respect power in all its forms, and a male troll of significant strength can achieve renown despite his sex.
Every troll clan possesses a shrine to Kyger Litor, honouring their kin, both living and dead, and decorated with the bones of their ancestress.
The greatest holy places of Kyger Litor are the Castles of Lead, each a massive structure created to celebrate the ancestress of all Trolls. They were built before time began, and only a single one at most exists in each troll land. The secrets of their construction are long since lost.

Holy Days
Troll clans perform great rituals every Freezeday of Harmony Week celebrating their ancestress, and Kyger Litor above all others.
Dark Season is the most sacred time of year for Trolls, and so their great rituals become all the more wild in that season, ending with recreations of Kyger Litor's great victories over the forces of Chaos.

The Kyger Litor Tradition
  • To join the Kyger Litor Tradition, you must first have a Darkness Rune. All Trolls have the Darkness Rune, and usually join the Tradition as soon as they come of age.
  • Other races, such as Humans, Trollkin or Tusk Riders, may join, but only after convincing a Great Mother (a Kyger Litor shaman) to initiate you into the Tradition.
  • For game purposes, any hero with a Darkness Rune can join the Kyger Litor Tradition at the same rating as their Darkness Rune. Simply add Kyger Litor Tradition (Darkness, Man) keyword after the Darkness Rune.
  • When joining the Kyger Litor Tradition, you receive a number of charms, as described in the HeroQuest core rules (page 112). Charms of the Kyger Litor Tradition include Block Starlight, Cause Fear, Conceal with Shadows, Suck Heat, Find Trail, Find Prey, Lash Out with Anger, Knows Names, and Shut Them Up.

Spirit Societies:
Korasting
Korasting was Kyger Litor's first child, the mother of many. She is the core spirit society for females in the Kyger Litor Tradition, most female trolls belong to it before joining any other spirit society.
Some rare male trolls join the Korasting spirit society, to better protect their families, but these are few and far between.
Korasting's spirits are those of ancestress, both recent and ancient. Because trolls are long lived and have many children, the spirits are instead treated as family, rather than as figures of legend.
  • Brave Sister. This spirit is one of a brave sister who could stare at the Burner without flinching. They grant the charm of Withstand Light. The taboo of this charm is Pray at Dawn.
  • Cunning Aunt. The spirit of a wise and beautiful aunt who hears all which is said of her. They grant the charm of Hear Thoughts. The taboo of this charm is Never Speak Ill of Kin.
  • Loyal Brother. This spirit is one of kin who died protecting his sisters or mother. They grant the charm of Protect Me. The taboo of this charm is Honour Male Kin.
  • Lost Child. This family spirit is the jealous ghost of an troll who would have been born instead of a trollkin. They provide the charm of Birth Darktroll. The taboo of this charm is Abstain from Pregnancy. This taboo is unusual, in that it is expected to be broken after a year, and doing so does not anger the Gray Furies.


Karrg
Karrg is Kyger Litor's Good Son, the first male Troll. He is the core spirit society for males in the Kyger Litor Tradition, most male trolls belong to it before joining any other spirit society.
Although primarily a male society, some rare female trolls have joined to learn Karrg's secrets.
Karrg's spirits are those of war, weapons and protecting, his sons (for he views all society members as his children) act as protectors, guardians, and soldiers for their mothers.
  • Stone Biter. These are Death spirits which hate Mostali and other creatures of Earth. They provide charms that relate to biting and chewing. The taboo of this charm is to Eat A Relative Every High Holy Day.
  • Tree Chopper. These are Axe spirits which were taken from an Earth goddess to destroy the forests of the Elves. They provide charms to destroy trees and elves. The taboo of this charm is Eat Plants Whenever Offered.
  • Mace and Mace. These Death spirits inhabit maces. These are charms to Crush Enemies. The taboo of this charm is to Never Speak With Trollkin.


Great Mothers - Kyger Litor Shamans
  • After decades of experience, a worshiper with a Kyger Litor Tradition rating of 11W or higher can become a Great Mother, a shaman of Kyger Litor.
  • She is led deep underground to a secret cave by another Great Mother, where Burner waits to destroy her. If the candidate manages to overcome Burner (who acts as a major plot obstacle), they return with their person and darkness runes separate but whole, making them a Great Mother of Kyger Litor.
The Fetch
The Great Mother's fetch is herself, specifically her Ancestral Darkness part, which manifests as her Shadow, which is visible even in pitch blackness, or in pure daylight. The Shadow performs all the functions of a fetch (cf. HeroQuest pg. 114), but may also be sent out to wander the land for the Great Mother, in her place.
If her Shadow is somehow destroyed, the Great Mother dies as well.


Other Kyger Litor Spirit Societies

Boztakang
Boztakang was the third child born in Wonderhome to Korasting, and has fought Chaos even since his birth, where he plugged up a tear in the universe. He is the greatest fighter of Chaos, and destroyed the monstrous god Arrqong, and erased him from creation. Unlike other Spirit Societies, the spirits who follow Boztakang Chaos Fighter do not have taboos, but will only follow those who perform a special rite to attract them. They all inhabit coloured stones, which must be hurled at an enemy to function.
  • Razkanto. These spirits inhabit brown stones. The stones are charms to Tear Apart Chaos, which is effective against all but things like Gorp. To attract the spirit for this charm, the spiritist must devour a body which was slain by lightning.
  • Boljaanko. These spirits inhabit blue stones. They provide charms to Weaken Chaos Magic. To attract the spirit for this charm, the spiritist must devour the corpse of a wise creature.
  • Habkando. These spirits inhabit black stones. They act as charms to Negate Chaos Feature. To bind the spirit for this charm, the spiritist must eat the heart of a dead troll who died fighting Chaos.
  • Kavanag. These spirits of the hated fire inhabit yellow stones and provide blinding and burning charms. To bind the fire spirit into the stone, the spiritist must first devour it, so that it must swear to serve her.

Hombobobom
Hombobobom is a daughter of Korasting. She was the first troll to discover music when she made sounds by banging on the shell of a great beetle. Her drumming entertained the other trolls, and when the Burner invaded Wonderhome, Hombobobom beat out new rhythms to keep the trolls fighting, and to demoralize the Burner and his armies of demons.
  • Thunder Drum. When Orlanth attacked the trolls and was chased off, he dropped his thunder. Hombobobom bound the thunder into drums, and her followers can use these thunder drum spirits to Call Thunder. The taboo of these spirits is to Never Shelter From a Storm.
  • Spirit Drum. These spirits are of past drummers of Hombobobom, when the spiritist drums out a rhythm, they do so in the spirit world as well, providing a charm to Calm Spirit. The taboo of this charm is Never Harm a Spirit.
  • Rhythm Drum. These spirits are those present in every gathering of trolls, they are the underlying sound of the harmony of Kyger Litor, and made manifest by the drumming of Hombobobom. They provide charms to aid other trolls in war or peace. The taboo of this charm is Never Argue With Trolls.

Jakaboom
Jakaboom was the fourth child born to Kyger Litor in Wonderhome. She studied under her uncle Dehore, and when Kyger Litor and her children left Wonderhome to go to the surface, she remembered the teachings of her uncle, and was able to bring forth his children the Dehori with chant and song, becoming the first Shaman.
  • Foe Curser. These charms are in the form of totem poles carved out of logs, with the skull of an animal. The spirits inhabiting them provide curses to those who approach the Foe Curser. The taboo of this charm is to Fight All Intruders.
  • Dehori. Dehori are the most powerful of darkness spirits. They provide almost any kind of charm relating to darkness, although frequent examples include Steal Breath, Terrify Foe, and Destroy Light. The taboo of these charms is to Never Use Non-Darkness Elements.

Jeset
The first child born to Korasting in Wonderhome. He chewed out the first boat from the shell of a gigantic beetle, and used it to sail Adzurana. When the Burner came to Wonderhome, he was able to lead his family out upon a mighty boat across the goddess' body. He now ferries the souls of trolls back to Wonderhome after death.
  • Darkweb. These spirits are currents from Adzurana, who provide troll sailors with charms to navigate without seeing land or the hated stars. The taboo of this charm is Never Sail by Day.
  • Breathrobber. These spirits are those of drowned trolls, who seek to bring others to Azurana's embrace. They grant the charm of Drown Foe. The taboo of this charm is Drink Only Water.
  • Garrottes. These spirits are currents from Adzurana, who seek to take back the unwelcome dead back to her embrace. They grant the charm of Destroy Undead. The taboo of this charm is Bury Dead at Sea.

Vaneekara
Kyger Litor's second daughter, Vaneekara, was always exploring Wonderhome, always testing everything she found. When the Burner invaded Wonderhome, Vaneekara attempted to wrestle him into submission, but was defeated and only survived because Xiola Umbar saved her. On the surface, Vaneekara became an expert in throwing rocks and stones, a patron of slingers and throwers. She once threw a Chaos god out of the universe, erasing him from memory.
  • Sky Hater. These spirits hate everything that flies on wings or magic. They grant the Hurt Flyer charm. The taboo of this charm is Never Fly.
  • Rock Hurler. These spirits inhabit stones and never stop moving. They provide charms relating to throwing stones, whether by hand or by sling. The taboo of this charm is Never Use Maces.
  • Chaos Hurler. These spirits hate all Chaos things, and become agitated when close. They provide charms to Hurl Chaos Thing. The taboo of this charm is Never Talk With Chaos.
Spirits of Reprisal
  • Any troll who violates his taboos knows that the Gray Furies now hunt her, and some time, whether in battle or at peace, the Furies will come to attack her as an oathbreaker.
  • If the troll appeases the spirit whose taboo she broke, she is no longer marked, and the Furies will end their hunt.