Thursday, 28 May 2015

Veskarthan

A view of the Vent of Veskarthan in Caladraland.
Mythos and History
Veskarthan is the Deep Lord, the Low Fire, the Great Devourer, and the Volcano God.
He was born when the golden sky, Aether; reached down in love to brush the yielding earth, Ga. He dwelt with his father in the heavens above the world, for it was the decree of the Old Gods that children of the sky must remain with their father, lest they burn the world with their brightness.
Veskarthan was appointed to guard the south of heaven from the forces of Predark, lest they invade the sky and corrupt it, but Veskarthan always kept one eye upon his mother, for he feared that without his spear, she would be easy prey for the Predark.
His watchfulness proved wise, when he saw a being squirming in the lands below him, which disturbed the Old Gods, and tainted the land around it. Taking up his spear, Veskarthan leapt from the heavens, and plunged down to the surface below him, uttering his terrible battle cry.
When he found the horror of Predark, he pierced it with his spear, and plunged still further down into the depths of the world. As they descended, Veskarthan released his inner brightness, burning the creature until it was no more than ash and char upon his spear point. He then rose once more, up to the surface, but found he could not rise further.
The Old Gods pointed that he had abandoned his post, and proven he had no honour; he had unleashed his brightness upon the world, and so scarred the earth; and he had touched the Predark, and they could not risk him contaminating heaven.
Veskarthan then laughed, and raised the Vent beneath him and cast off his brightness, declaring that if heaven would not welcome him, then it did not deserve him. He would stay on the earth, and defend it, and heaven would fend for itself.
When Umath the champion made his camp, Veskarthan greeted him as his brother, for they shared their parents, and both had been cast out by the Old Gods. They shared hospitality, and pledged to stand by each other in war and peace.
This peace lasted until Umath's first child the Storm Bull, quarrelled with Veskarthan. Both were proud warriors, who hated the Predark with a berserker rage, but their similarities made them enemies rather than allies, and Veskarthan left after Urox gored him, releasing a torrent of flame in the east, and weakening the volcano god.
When the darkness came, Veskarthan stood alone against it, unfearing of its might, and laughing at its monstrosity. He warred against them, and raised many sons to fight them as the trolls could not stand even their weak brightness. Unfortunately the king of the trolls, Argan Argar, outsmarted Veskarthan, striking at his wound from the Storm Bull, and defeated the Deep Lord. He bound him in chains of darkness, and seeing the Vent, and envying it, he commanded Veskarthan to build him his own volcano, one of darkness and cruelty.
Enslaved, Veskarthan could do nothing but obey, and raised the Palace of Black Glass for Argan Argar.
Here he remained, in chains and helpless, until Orlanth Umathson, visited the palace. Orlanth, recognizing his uncle, and hating to see someone in chains, had his trickster disguise Veskarthan as a burning brand in his mouth. The trickster carried him out of the Palace, and released him into his own Volcano. Veskarthan swore oaths of friendship and allegiance to Orlanth Windlord, and restored his brightness to the Vent.


Nature of the Cult
Veskarthan is the great Vent, an immense volcano and one of the great sacred peaks of the Orlanthi. The Vent stretches up seven thousand feet to reach the Lower Air, where its eternally smoking caldera is wrapped in clouds as the god meets with the Storm Tribe. To the people of the surrounding lands, he is the centre of the world, provider and ruler. To foreigners, such as the Esrolians and Rightarm Islanders, they know him mainly as the destructive god whose rampages at the end of the Second Age caused so much devastation.
Even amongst those peoples who fear him, Veskarthan still has a few followers, with even the trolls of the Shadow Plateau having a handful of scarred and cursed priests who worship him as the maker of the Palace of Black Glass.
Veskarthan Wooing Esrola. Esrolian Red-figure Calyx


Depiction
Veskarthan is usually depicted as a grotesque and almost inhuman figure, with pointed ears, tusked mouth, sharp claws, and a hooked nose. This sets him apart from the more beautiful Orlanthi gods, but the Caladralanders say these are signs of his strength and inner fire. He wears little, usually only a loincloth or tunic for modesty's sake.


Rune Affinities
Veskarthan is associated with the Runes of Fire and Disorder.
Fire Rune Affinity
Veskarthan is the deep fire, the flame beneath the surface of the earth which heats, rather than illuminates. His initiates can use their Fire Rune when fighting with spears or javelins, and will often use this affinity to make their spear heads become red hot. They can also start and enhance fires, and even summon lesser volcanic gods. As the lover of Esrola, goddess of the fertile earth, Veskarthan's initiates can also use their affinity to warm the earth as a man warms his lover, protecting the ground and its crops from cold and darkness. Initiates who are strong in this Rune are proud, lustful, and brave.


Disorder Rune Affinity
Veskarthan's association with the Disorder Rune is with material destruction. His worshippers have been known to use their Disorder Rune affinity to shake the ground, cause eruptions of lava, devour anything, break non-living objects, go into an unstoppable rage, and break restraints. Initiates who are strong in this Rune are destructive, reckless, and spiteful.

Particular Likes and Dislikes
During the Godswar, Veskarthan gained many allies and enemies, including Umath the father of Orlanth. It is through this he has gained acceptance within the Storm Tribe, and his many children have married Orlanth's kin. Despite the friendship he shared with his father, Veskarthan and Urox the Storm Bull are rivals for the affection of the earth, with the Storm Bull's adamant horns once piercing the Volcano God's skin, releasing a torrent of flame which burned up the great wastes of Prax.
Amongst the Earth Tribe, Veskarthan has taken Esrola as his bride, earning him the hate of Maran, who views him as a defiler and betrayer. When the earth shakes Veskarthan and Maran have begun to fight, and few buildings are left standing from their rage.
The only true enemy of Veskarthan is Argan Argar. The trollish god enslaved Veskarthan with chains of shadow, stole his bride, and forced him to build the Palace of Black Glass. It was only at the dawn that Veskarthan was freed once more, and he has never forgiven the trolls or their black lord for the insult.
Like all right thinking beings, Veskarthan despises the forces of Chaos, and will ally with anyone, even Urox or Argan Argar to wipe out all traces of them from the world.


Cult Organization
Outside of Caladraland and neighbouring regions, there are few worshippers of Veskarthan; at most but one in any tribe.
But in those lands surrounding the Vent, Veskarthan is worshipped as much, and even greater than Orlanth. For it is his volcanic ash which fertilizes the ground, and his sons who taught the people how to slash and burn the forests.
While Veskarthan has many shrines and temples dotting the landscape, the greatest temple to the god is located on the slopes of the Vent itself.
Named the High Temple, this is the home of the leaders of the Volcano God's cult, and even those who do not follow the High King of Caladraland, still pay their homage to the priests here.

Priests
The full-time priests of Veskarthan are aptly named Volcano Priests, and although they are few and far between outside of Caladraland, at least one can be found in each major city of the Holy Country. These fire-scarred men and women accept the locals' offerings, so that they may appease the hunger of the Great Devourer.


Holy Days and Sacrifices
Veskarthan's worshippers have only one regular holy day, instead the priesthood hold great festivals during times of high volcanic activity. Offering sacrifices of black boars, spears, and fish to the Deep Fire. Usually by throwing them directly into a volcanic hot spot, although any fire will do. When Veskarthan has been gravely insulted, human sacrifices are performed, with willing or unwilling sacrifices thrown directly into the vent to appease him.
On Fireday of Disorder Week in Fire Season, Veskarthan has his High Holy Day. On this day, sacrifices are given by all the Sixths of the Holy Country, and other nearby lands. Traditionally small fish are offered, in exchange for human souls and are thrown alive into great fires, set up by the Volcano Priests for this purpose. While many gifts are sent to the High Temple of the Vent for the priests, and their hungry god.


Initiates
  • All initiates of Veskarthan must possess the Fire Rune with a rating of at least 1W.
  • Membership is open to both men and women, although men are by far the most common.

Subcults
Veskarthan had many sons and daughters with goddesses of the earth. Many grew up to be mighty gods with their own cults, others are worshipped as subcults of their father. Several of the more common subcults are:
Pothomekan pottery statue of Erdana.
Erdana the Free Father
Erdana is the child of Esrola and Veskarthan, and partook of their natures of warmth and growth. He is the warmer of the earth, the father of life, and the grower of grapes. His worshippers may use their Fire Rune to protect crops from the cold.

Kalavan
The loyal spearman, Kalavan wields his father's flaming spear in battle, to destroy all foes of his father and mother, Esrola. Kalavan is even counted among the Noble Brothers of Esrolia, and his shrines can be found in many cities. His worshipers are much sought out across the holy country as great warriors, for they may use their Fire Rune to turn their spears and javelins into bolts of living flame.

Torabran
Torabran was merely one of Veskarthan's many sons until his wife, the earth goddess Teka, was slain. Toarabran burned her body, to release her breath that it could return to her family, and taught others how to do the same for their beloved family members. In this way, he became the god of cremation. His worshippers use the Fire Rune to cremate the dead to prevent its return as an undead monster.

Devotees
  • A Veskarthan initiate with a rating of 11W or more in their Fire Rune may dedicate himself completely to Veskarthan and become a devotee of the volcano god.
  • Veskarthan's devotees are subject to the normal restrictions.

Common Veskarthan Feats
Devotees of Veskarthan may perform magic feats; recreations of his ancient deeds in the godstime.
The Sky Spear
When Veskarthan saw a chaos monster crawling in the earth, he plunged from the heavens as the Sky Spear, giving a mighty war cry as he did so. He drove the chaos thing deep into the earth, creating a great pit. In the depths of this pit, Veskarthan unleashed his powers of heat and destruction, and slew the horror. He then burst forth from the earth, trailing lava and ash, exultant in his victory.

Lesser Volcano Gods
As the Deep Lord, Veskarthan rules over a tribe of often rowdy and violent gods called the Lowfires. These gods are often his children by one goddess or another, and many are powerful beings in their own right such as: Gustbran Bonesmith, Dagalobran Oakfed, and Mahome Hearthmother.
The least of the Lowfires are the Urzani (HeroQuest: Glorantha, page 217), who animate fires and volcanic vents. They are often called upon by Veskarthan's worshippers as spirit allies, or to carry sacrifices to their father, the Great Devourer.

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, 20 April 2015

Unicorns

History
Fresco from the Great Temple of Pavis depicting a Unicorn
Unicorns were one of the earliest kinds of beast to walk across the surface of Glorantha, and records of their existence were dated by the God Learners to extend all the way back to the Green Age.
Here they dwelt amongst the forests of the Spike, as yet untainted by war or strife. They were said to pull the chariots of gods, and were the favoured amongst all wild animals.

But paradise cannot last forever, and when strife came to the world, nature was inevitably separated from the worlds of gods and men. The unicorns stayed with nature, to be their protectors. Led by Sorza, their king, the unicorns acted as guardians when man or other creatures attacked wild beasts, slaying any who wished harm on the natural world.

During the Great Darkness, chaos horrors and creatures from the Underworld emerged, the unicorns suffered greatly. They alone could not protect the wilderness, and their wives were devoured by Chaos. The remaining male unicorns would have perished after this, but Sorza showed them how they could join with the animals they protected, to produce new unicorns. These new unicorns were less noble than their ancestors, but they survived.

Eventually, the great forest of the world was destroyed, separating many beasts from one another, and the unicorns were no exception. Their once great forces were now many smaller bands, eventually dwindling into solitary figures, each guarding a small portion of nature.

Yet still they fought on, with whatever allies they could find against monsters and Chaos, even allying with Aldryami or humans for added strength. When the dawn came, unicorns were almost extinct. Still, they survived, and have so far proven immune to the grasp of time, with no unicorn dying from old age since the sun returned to the sky.

Appearance
From a distance unicorns appear to be nearly identical to horses, with only their legendary horn proving the difference. But when studied, several notable differences appear. Firstly, their toes are cloven, like that of a deer, with two toes and two smaller dewclaws behind them; and secondly, unicorns possess a long tail that ends with a tuft of fur concealing a small bone spur. Despite this armament, the tail is not used in combat, and instead the tail seems to be used mainly to balance the Unicorn.
The unicorn's coat is made of soft, downy fur, like that of a rabbit, this provides the beast with great protection from the weather, although it has made it a target for hunters.
The infamous horn of the unicorn is unlike that of other creatures, for it does not curve or bend, but rises straight out of the beast's forehead, with a spiral ridge around it.


Variations
The God Learner Ocran Everseer called the Unicorn "Unicornis sylvanus" in his records, classing specimins under the same species and taxonomic name. Later investigation reveals that although this is the most common type, others do exist.
  • The Fronelan Unicorn (Unicornis valindus) lives in the Winterwood, on the edge of the glacier. Larger than the pony-sized common unicorn, the Fronelan unicorn is equal in size of larger warhorses, such as the Daron or Sered. Its pelt is also much thicker than that of other unicorns, resembling the Mastodons and Kunkorns of the region, leading to its other name of "Woolly Unicorn."
  • In the Wastelands there exists a small population of desert adapted unicorns. commonly named the Praxian Unicorn (Unicornis generti), who are are leaner and more agile than their kin. Their coats, unlike the simple snow white of the Fronelan and common unicorns, are marked with darker patches, often appearing as stripes or rosettes, especially on the legs and face. The presence of facial markings, combined with their shaggy and unkempt manes, has given them the appearance of being in mourning. Alone among the other unicorns, the Praxian unicorn's dewclaws are enlarged, even touching the ground when the beast jumps or is in soft sand. This makes it more sure-footed in the wastelands, where there are no trees to hide behind, and speed is even more important.
  • The Monoceros, or Greater Unicorn (Unicornis regina), are the last remaining of the original noble unicorns from before the great darkness. They are now native to the otherworld, and only rarely enter the world of mortals, and even then do so reluctantly. They stand nearly as large as a Rhinoceros, with a coal black coat, and a golden mane. Few beings have ever seen a monoceros, and they are believed by most to be extinct.
  • Although not a true unicorn, the Praxian Rhinoceros (Rhinoceros praxianis) was believed to be descended from them by early Malkioni scholars. They claimed that the Rhinoceros was the result of a unicorn who became too cowardly, and retreated from the forests, into the wastelands. In doing so, they became monstrous beings, ugly and unnatural. The God Learner Ocron Everseer dismissed these claims, pointing out, amongst other things, bore five toes upon its foot, marking it as completely unrelated to the even-toed unicorns.


Habits
Mosaic of a Monoceros from the Great Temple in Voi
Although as intelligent as humans, it is a mistake to think of unicorns as if they were another Elder Race. They lack any form of culture, or language. In fact, unicorns do not even associate with members of their own kind, even when in close quarters (such as in the grounds of a Yelornan temple, or within the Unicorn Tribe of Prax) individual unicorns will ignore each other as they go about their business.

Unicorns are browsers, preferring to eat leaves, berries, flowers, and other tender parts of trees and similar plants. Unusually, their diet consists predominantly of poisonous plants, seeking out wolfsbane, nightshade, hemlock and similar plants. This stems from a natural immunity to such toxins, and it also proves an effective defence, for their body absorbs many of these toxins, making the flesh poisonous to any who might try to prey on them.

So powerful are a unicorn's digestive systems that even their dung has proven to be anathema to the forces of Mallia. Elves and Yelornan cultists have been known to follow unicorns around to collect this dung to form into healing poultices. This practice seems to amuse the unicorns to no end.

Lacking any females, unicorns reproduce with other animals, typically deer, horses, or goats. This is a rare occurrence, for unicorns live long lives, and would view any other unicorn, even their own offspring, as a rival. Still, when such matings do occur, the unicorn protects the mother, even at the risk of its own life. If the offspring is male, it is another unicorn. If female, it is a perfect example of the mother's species. These does, hinds, or mares are sought after by hunters for their beauty, and a unicorn-fathered mare, if caught early and tamed, makes an excellent steed.

The young unicorn foal resembles its father in all respects, save the horn, which takes several years to grow from a small nub on its forehead. Until the horn is grown, the foal cannot use magic, and is near defenceless, requiring the foal to stay close to its father for protection.


Magic
Like all other sentient beings, unicorns know of the otherworld, and possess a connection with it. When in the wild, a unicorn will often spend its time in a trance-like state, meditating on the power of the natural world. From this meditation, unicorns are able to work magic, which acts much as wizardry does, manipulating the magical nature of the world.

Most of the magic used by unicorns involve healing, cleansing diseases and closing wounds. Even wild animals know that unicorns possess this gift, and a unicorn's home is often filled with wildlife, each waiting, almost unnaturally still, for the unicorn to heal them. This calming power has led wizards to claim that unicorns are a combination of the Beast and Harmony Runes, and the unicorn was one of the Forty Ancient Beasts of Danmalastan.

Unicorns and Others
Unicorns have ever been wary of creatures of the Man Rune, even viewing many of the Elder Races with the same distrust. Only amongst the elves have they found long standing allies, with them regarding each other as near kin. Still, the elves sometimes find unicorns as pests, for they devour many of the warding plants of the elves, to feast on their toxins.
Many elf groves will instead present tribute to a nearby unicorn, in the form of poisonous fruit, to avoid the unicorn destroying their defences when hungry.

Yelornan Silver Star coin
Amongst humans, unicorns have found unusual allies in the worshippers of the goddess Yelorna.
This goddess is native to Vanch, where she is said to be the daughter of the Sun God and the Green Lady. They say that during the darkness, Yelorna acted as a protector of the unicorn king, and the unicorns seem to agree (or at least do not care enough to denounce this).

During the Bright Empire of Nysalor, Yelornan worshippers spread as guardians of the Sun Dome temples, along side the Yelmalians. They acted as cavalry, riding horses and other steeds when there were not enough unicorns to carry them all. When the empire collapsed, the cult of Yelorna fragmented, and now many of them have been wiped out.

Of the groups who are still known to exist, the following are well recorded:
  • In the wastes of Prax exists the Unicorn Tribe, who claim to follow their own, older traditions, the God Learners claim that the Sun Daughter they worship to be another form of the goddess Yelorna. Certainly the Unicorn maidens of the city of Pavis do not see a difference, and are strongly allied with the Yelmalians of the city, and each of their temples bears shrines to the other's deity.
  • The guardians of the Karia March Sun Dome temple are still allied to a small tribe of unicorn riding Yelornans. With the collapse of the Bright Empire in the first age, this tribe has become far more insular than the surrounding peoples, having retreated to the woods to live in harmony with their unicorns and wild animals. Because of this self-imposed isolation, when they do appear in the cities of Delela, they have been mistaken for a band of unicorn Hsunchen.
  • Amongst the cavalry forces of Mirin's Cross is a small group of unicorn riders, made from the remnants of the protectors of the Sun Dome Temple, these warriors first fought against the Lunar heroine Hwarin Dalthippa, but when she came amongst them astride her own war unicorn, they became her loyal followers. Reformed as some of her elite warriors, these unicorn riders are also followers of the Lunar Way, and worship Hwarin Dalthippa alongside Yelorna.
  • In Seshnela, the soldiers of the land are organized into many martial beast societies. One of these is the Unicorn Society, which dates his history back to the first age, when Arkat attacked the Tanisorian allies of the Bright Empire. The Yelornans were amongst the forces the Empire sent against Arkat, but when he defeated them, the Yelornans were convinced that the Bright Empire was corrupt. The unicorn riders became absorbed by the Seshnegi, and became another one of the martial beast societies, their pagan origins almost entirely forgotten.

Friday, 17 April 2015

Malkioni HeroQuests

Inspired by this discussion a month ago on the Google+ community for Glorantha, I figured I would try my hand at some Malkioni HeroQuests, or as they might call them great ritual invocations, with HeroQuesters taking the title of Invokers.

The Ritual to Create a Grimoire

Preparation
To create a grimoire, the invoker must first know their ultimate goal. By performing research and similar activities, they study the source of their magic, the Runes themselves, and the manner in which they may be manipulated. This takes many forms depending on the Sect the invoker belongs to. While the Zzaburites and Rokari devote themselves to performing meditations on the ultimate logical perfection of the Runes themselves; the Hrestoli instead research the actions performed by the Ascended Masters, examining their deeds in an attempt to follow in their footsteps to uncover a great truth about the cosmos.

Invocation
First Zzabur's Sigil must be marked upon the ground, a pentacle with each point bearing one of the five Elemental Runes, progressing from Darkness, through Water, Earth, Fire and finally into Air. In the centre stands the invoker. When this is done, the invoker may breach the barrier between the material and the essential world. 
The difficulty for invoking the power of the runes is Very High, although the resistance is reduced one or more resistance classes if performed on a day or at a place where the barrier between the material and essential worlds is weaker.

The Road of Trials
When the initial invocation has been made, and contact with the essential world has been performed, the invoker must then send their psyche through this connection to the essential world.
  • Obstacle 1: The Symbolic Plane: The first of the essential worlds reachable to the invoker is the Symbolic Plane. Also known as the Spell Plane, Adept Plane, or Magic Plane; this is where the Third Action, Multiplication, takes place. In this plane, Runes combine with each other, forming the interactions which create magical effects. The invoker may choose to end his journey here, to create a spell (either within a grimoire they already possess, or as an independent spell); and most invokers do so.
  • Obstacle 2: The Idealised Plane: Those invokers who are not satisfied with creating a single spell must instead travel past the Symbolic Plane to the Idealised Plane, by following the flows of runic essence. This journey has been referred to as going "Past the Sun". The Idealised plane, also known as the Philosopher Plane, Founders Plane, or the Thoughts of God; is the result of the Second Action, Manifestation. Here the runes themselves exist; singular, primal manifestations of the elements, powers, movements, and forms.

Confrontation and Transformation
Now the invoker has come into the presence of the primal runes, they must focus on the one associated with the grimoire they seek to create, and come into contact with it. When they do so, they may study the rune, and how it manifests and combines with other runes.

Return and Integration
Having studied the primal rune and principles, the Invoker must now internalize this knowledge through meditation and revelation. If the invoker is successful in this, their psyche returns to their body on the material world, filled with the knowledge of their discovery. This allows them to develop their grimoire, and teach it to others.
The invoker tests their rating with the appropriate rune (or grimoire if learning a spell) against a Very High Resistance to integrate their knowledge. This becomes a breakout of their rune.


Ritual to become a Man-of-All

Preparation
"Seeing his father's lands attacked by the lion men, the Krjalki, and worse, Prince Hrestol wept. He saw his people attacked by monsters, but knew he could not do all he might to help him, for he was a Noble, and could not fight, nor work, nor teach what must be done. He stood alone at night awaiting for an answer, and felt the Prophet Malkion's spirit with him. He felt Joy in His Heart, and knew what must be done."
This great ritual allows a Hrestoli who has known Joy to become a Man-of-All.
Before being performed, the invoker must have performed years of study in the duties of each caste, as well as a deed of great service to his community.
He must spend a night in deep meditation, communing with the divine for guidance.

Invocation
"Hrestol's father stood by him, golden skinned and shining haired, and gave him his crown to carry with him, that he may guide the lost."
"At the gate stood a soldier, scarred and armoured, who offered Hrestol his brazen sword to carry with him, that he may defend the weak."
"In the fields stood a worker, tireless and loyal, who shared the lands' bounty with the Prince to carry with him, that he may feed the hungry."
"Alone stood a wizard, who revealed to Hrestol a sign, that he might teach those who did not know."
The invoker first surrenders all that he owns to his community, that he might confront Creation as he was Created. He must gather his companions to him: a lord, a soldier, a worker and a wizard, who each give him something he may carry along with him on his journey.
Then the invoker must leave his community, following the secret Map of Hrestol. 
The gifts given by each of the four companions may take many forms, and may even be that companions themselves, although even in this case, they offer a token gift as well. Leaving the community via Hrestol's map (said to be in the shape of the Truth Rune), acts as the crossing of the threshold. Invoking the powers of the Other Side.

The Road of Trials
"When Hrestol left, he felt the presence of Malkion, and knew Joy; although he could not see him. All was silent about him, and he knew that he was alone."
The Invoker finds themselves alone, and without allies. Armed only with their gifts, they feel the presence of Malkion with them, and must now face their trials. These come in many forms, and obstacles may be in a different order to how they are presented here, this is merely the order most commonly recorded.
  • Obstacle 1: The Worker: 
"Finding himself alone, Hrestol found the way ahead blocked by thorns. He took the flail, and threshed them, revealing hidden seeds. At this the Hungry appeared, and Hrestol gave them fullness." 
The invoker finds themselves confronted with an obstacle blocking their path. This may be a large boulder, a field of weeds, a ravine, or any number of things. It cannot be avoided (doing so would take the Invoker off the known path, and make them Lost,) but must instead be shattered, cut, or bridged, depending on the form it takes.
  • Obstacle 2: The Soldier: 
"Finding himself alone, Hrestol was beset by Krjalki. When he slew them, he found the Weak that they preyed upon, and Hrestol gave them freedom." 
The invoker is set upon by enemies, often ones already known to him, but sometimes an unknown threat arises instead. They cannot be reasoned with, and must be defeated in combat.
  • Obstacle 3: The Noble: 
"Finding himself alone, Hrestol was among strangers, who knew not the right way to behave. Hrestol showed them wellness, and the strangers became men." 
The invoker finds strangers, and must civilize them by convincing them of his right to lead. Many methods have been performed over the centuries, through trickery, bribery, intimidation, or diplomacy. None have proven more effective than any other, and it has become a common matter for debate as to which is the better method.
  • Obstacle 4: The Wizard: 
"Finding himself alone, Hrestol found people worshipping demons. Hrestol showed the people how the demon fooled them, and the demon was destroyed."
Here the invoker finds themselves confronted by a spirit, demon, or other entity. He must understand how it performs its magic, and replicate it via wizardry to prove it is not more powerful than man. Failure at this point will often lead to the spirit being freed to work its magic upon others, and is rightly feared for the horrors it brings.

Confrontation and Transformation
"At the centre, Hrestol again met Malkion, enthroned on Ferbrith. To him he offered his Right Hand, which was accepted."
After completing his trials, the invoker must now meditate, seeking access to the deeper levels of the Invisible Measure. This is the most dangerous and difficult part of the ritual, and involves travelling to the Law Plane (also known as the Venerable Plane), where Malkion still exists. All who the invoker aided must lend him their power, for this is protected by the blessings of Malkion, and the curses of Zzabur, and few men may enter unaided.
The resistance of this barrier crossing is at least Very High, and usually Nearly Impossible. Any lingering benefits from success at the earlier obstacles apply, as do any penalties. Community support is usually saved for this point as well, for journeying to this realm is nearly impossible otherwise.

Return and Integration
"Returning home, Hrestol showed he had worked, fought, led, and knew. Joy was upon him and all could see it, he was not worker, soldier, lord, or wizard, but all of them. And so all would call him Teacher and Master, and he was the Man-of-All."
Having achieved oneness with the divine, the Invoker is now a Man-of-All, able to perform the duties and magic of each caste without fearing spiritual contamination. They are now supported by their community, and are addressed by the title of Sir.
The Man-of-All receives a New Keyword, described later. Other participants often find their gifts filled with the power of the invisible measure, such as weapons or tools becoming made of pure runic metal. The community, as well as having certain problems solved, now also has a great protector.

Man-of-All
Source of Magic: Trade Guild, Warrior Scociety, Ascended Master, School of Wizardry
Living Standard: Prosperous
Occupations: None
 Born into one of the Malkioni castes, you have followed in the footsteps of heroes such as Hrestol and Gerlant, becoming a member of the other castes as well. You have taken new oaths to your Lord, and often lead his warriors into battle. He listens to your council, and others respect you for both your position, and your knowledge.
 To become a Man-of-All, you were sponsored by a member of each of the other castes, your deeds exalt them for their wisdom for sponsoring you, and so they are your allies and friends, and you are able to call upon them for aid, although they expect you to respond in kind when they are in need of assistance.
 You are skilled in the arts of each caste, being a student of a specific art or craft, familiar with all kinds of arms and armour, a devoted scholar and you possess a silver tongue and are skilled at matters of state.
 As a Man-of-All, you are not allowed to spit, deceive, interrupt, offer sacrifice to demons, gods or spirits, dress badly, guffaw foolishly, or gesture with the left hand; you have also sworn to protect the innocent, the weak, and the poor, to show courage, to be gallant, obedient, to swear off cowardice and baseness, and to be a just champion of good against evil.

Sunday, 5 April 2015

Gustbran Bonesmith


Mythos and History
Gustbran was the son of Veskarthan the deep fire. He was born deep under the earth, where he was taught by his father's servants, the Dwarves. They showed him how he could use his fire to make new things from the bones of gods.
As his talent flourished, words of his deeds reached the ear of the Evil Emperor, who summoned him to his court. Upon showing his talent at making new things, the Emperor and his slaves were aghast and cast him out, for the Emperor had declared that making new things was the same as rebellion.
During his exile, he continued to make new things, and took many students, who he taught his secrets. His students and family grew until they could build their own tula, and form the Making Clan.
When Orlanth sought clans to join his new tribe, the Making Clan joined, so that Orlanth would have strong weapons and armour, although they often quarrelled with the Bad Wind and Rumbling Cliff clans, for they had opposed his father in the past.
When the Darkness came, and Orlanth embarked on the Light Bringer quest, Gustbran stayed behind to aid the Storm Tribe. He was often captured by other jealous gods who sought to steal his powers over metal, although the Thunder Brothers rescued him each time.

Nature of the Cult
Gustbran is the Boneman, the smith of the gods, and his worshippers follow in his footsteps. His worshippers are all redsmiths and smithing is as much an act of worship as it is a mundane role. As such all his worshippers are Priests, known simply as Smiths, and are accorded a high place in their clans, equal to any carl.
Few clans have more than one Smith at a time, although each Smith will have several apprentices learning the craft from him in the hopes of one day succeeding him. They perform minor acts of crafting, and when following an itinerant Smith, act as tinkers.

Depiction
Gustbran is commonly depicted as a strong and ruddy Orlanthi male, his skin baked as red as the metal he works. In his hands he carries smithing tools or a brazen godbone.

Cult Organization and Holy Places
As so few Smiths live near one another, there is little communication or organization between them. Most will only know of other smiths by reputation, or through meeting at a tribal moot.
Each Smith's forge is a shrine to Gustbran, and the mighty smithies of Sartar's towns act as temples, where the greatest of Smiths practice their craft.
Gustbran's high holy place is Smithstone, which was the Making Clan's tula back in the storm age. Here many Smiths meet to exchange secrets, and many mighty treasures can be bought and bartered.

Holy Days and Sacrifices
Gustbran's cult has infrequent holy days, for Gusbran prefers his worshippers to spend their time smithing, rather than offering him homage. The few holy days they do celebrate are Forge Day, which celebrates the birth of Gustbran and is celebrated on Clay Day of Fire Season's Harmony Week; the other is Bonfire Day, held on Fire Day of Harmony Week in the Earth Season. Bonfire Day holds rites reenacting Gustbran's exile from the Fire Tribe, and his acceptance into Orlanth's Storm Tribe. At Dawn, all Smiths are thrown out of the clan's tula until nightfall, where they are welcomed once again as kin.
Gustbran cares not for gifts and treasures. While he occasionally looks favourably on a masterpiece sacrificed in a Smith's forge, his worshippers instead gift their best works to the tribe to arm champions.

Apprentice
Anyone wishing to become an Initiate of Gustbran must first become an Apprentice to an existing Initiate, where they spend their time learning the methods of heating and shaping bronze.
An apprentice must be a crafter, and are soon taught the common magic spell of Aid My Master.
As apprentices are unsuited for play, heroes may overcome a major plot obstacle to compress many years of training into a short period of time, and quickly become an Initiate as described below.

Initiate
  • After having spent a long and arduous period of time as an apprentice to an existing Initiate, during which time they must have raised an applicable ability to 1W or more, a hero can become an Initiate of Gustbran. 
  • Initiates may spend two hero points to be instructed in the secrets of the Scroll of Bone. This acts as a grimoire and is a breakout ability from their Crafter keyword. 
  • An initiate who takes a relationship to the Scroll of Bone may choose up to five spells from the grimoire as breakout abilities. These do not have to be decided all at once, and may be determined later.
The Scroll of Bone
The grimoire of Gustbran is his anvil, named the Scroll of Bone because it is made of the bones of the gods, and the scrapes and marks left by the Smith's tools resemble the Dog Scratching script of the Knowing God.
Although these marks are not magical, and do not spell out anything, they help the Smith memorize the correct way to work his magic by rote. The teachings of this grimoire contain many helpful spells, although only a handful are common to all smiths.
  • Beat Metal Tirelessly: This spell combines the Movement and Man Runes, granting the smith new reserves of stamina, allowing him to carry on forging metal, regardless of fatigue or injury. 
  • Contain Fire in Forge: This spell commands the Fire Rune, allowing the smith to force the flames of his forge to remain there, regardless of their intensity, protecting the smith and others from their fury. 
  • Intensify Fire: This spell summons the Fire Rune to manifest within an existing fire, granting it new life, and a greater intensity. 
  • Keep Fire Burning: This spell combines the Fire Rune with the Stasis Rune, making the forges' flames last through the night, without needing to be renewed or refuelled. 
  • Purify Bronze: This spell separates the Movement Rune from either the Earth or Air Runes, to turn a bronze alloy into a small amount of either pure copper, or pure tin. 
  • Repair Metal Item: This spell separates the Movement and Disorder Runes within a metal object, bending it back into shape, rejoining any breaks, and rendering it as good as new. 
  • Resist Heat: This spell separates the Fire Rune and the Man Rune, making the smith resist even the greatest extremes of heat and flame. 
  • See into Bronze: This spell combines the Movement Rune with the Truth Rune, allowing the smith to transfer his sight into a piece of bronze, allowing him to see its strengths, flaws, and other impurities. 
  • Strengthen Metal: This spell combines the Fire and Earth Runes within a piece of metal, granting it great strength and resilience.

Devotee
  • An Initiate of Gustbran who reaches 11W in their relationship to the Scroll of Bone may become a Devotee of Gustbran. They must overcome at least one significant plot obstacle to achieve this rank.
  • As a Devotee, the Smith never fails in their attempt to reach Gustbran's Forge on the Other Side; at most, these attempts are treated as Costly Successes. 
  • They may also discover new spells within the Scroll of Bone. By travelling to Gustbran's Forge and overcoming at least one dangerous obstacle, they may learn a new secret of Forging from Gustbran himself. They must test their rating in the Scroll of Bone against a Very High resistance. If successful, they memorize the forging technique and are now able to practice it, and teach it to others.