Friday, 3 July 2015

The Red Goddess


Mythos and History
The Red Goddess began as a daughter of Yelm, who resided in his celestial court, eternally in place and peaceful.
When the First Rebel entered the heavens she, in curiosity, moved to follow his path. When the Rebel revealed himself to be an enemy, and was driven out of the heavens, the goddess was driven out with him, for they feared she had been corrupted by his influence. In grief, she departed, and left only sorrow behind, which took the form of a bat and hid from Yelm's gaze.
Driven out from the heavens, the goddess came to rest over the lands of Mernita. Here the people pledged themselves to her, to follow her and accept her rule, and she went amongst them as the mortal Queen Cerullia.

Lesilla and Cerullia. Mernitan Ivory.
As queen, the goddess protected her people. When the floods came, she rose Mernita up above the waters, and when the people died, she took them to her bosom to protect them until they could be reborn.
When the flood-waters receded, a Mernita was greeted by the Emperor Lukarius. He was the son of the goddess, and claimed he ruled all the world, including Mernita. The goddess said that a son should never rule his mother, and in anger Lukarius took his bow and loosed an arrow at the goddess. When the arrow of betrayal struck her, the goddess fell to the ground, and she and her people were slain, leaving nothing but a blue corpse which was later infested by monsters.
When the dead returned to haunt the living, the goddess was released to, and sought out the people of Yelm. They recoiled at the sight of the dead goddess, and barred her way from returning with a massive dome. Alone, the goddess wandered, giving solace and suffering to those who deserved it.
When wandering the endless darkness, the goddess discovered a fragment of herself, who revealed that suffering was not existence, and existence was not suffering. With this revelation, the goddess Illuminated herself, and went out amongst the world to find and teach people how to live. She had many followers, who called themselves names like Davu, Nysalor, and many others. With their help, the goddess remade the world.
Despite remaking the world, the goddess was incomplete. She had been gravely wounded, and was in pieces. For most of time she remained in this state, but in the Third Age, things changed.
In the third age, a great empire had claimed the land, and was oppressing the people. Seven desperate people performed a great quest, heading into the darkness before time, to find their salvation. They found the Red Goddess and reunited her with her missing parts, becoming her Seven Mothers.
The goddess was reborn into the world, and united her people, conquered Chaos and accepted it, and fought the old rebels for her acceptance into the world. When they failed to oppose her, she rose a great orb of earth into the sky, and shaped it into a great sphere. This was her footstool, the Red Moon.
The Red Goddess had been reborn, to unite everyone and make them all us.

Nature of the Cult
The Red Goddess is the deity of the Red Moon, a great celestial body which appeared in the sky in the Third Age. She is also known as the Sister of Chaos, Lurker on the Veil, Rufelza, Sedenya, and a host of other names.
She is a goddess of mystical enlightenment, commonly known as Illumination, which her worshippers can learn as part of their goddess' goal of healing the world.
Despite being a great goddess, few Lunars worship the Red Goddess directly, preferring to instead follow other deities or immortals who have been healed by the Red Goddess' power.

Depiction
The Red Goddess is typically shown as a woman with red skin and hair, sat with crossed legs and making signs of welcome and peace with her hands. Upon her brow sits her mystical third eye, revealing her nature as an illuminated being.

Runes
The Red Goddess is the owner of the Moon Rune, and is also strongly associated with the runes of Life and Chaos. This makes her one of the Great Gods of Glorantha, acknowledged by many cultures that do not even worship her.
Life Rune
The Red Goddess is the great cyclic power of life, who was slain many times in the Great Darkness, but returned each time in a new form. An incomplete list of the abilities her initiates have been known to use the Life Rune for includes: banishing hunger, bringing contentment, driving off sickness, healing madness, making others happy.
The Life Rune aspect is associated with Rufelza, the common name for the Red Goddess, and those with a strong affinity with this Rune are generous, loving, and open-minded.
Moon Rune
The Red Goddess is the source of the Moon Rune, and has immense powers of creation. Those initiates who have awakened their Seventh Soul through the kindling rites may possess a Moon Rune Phase.

Chaos Rune
The Red Goddess is associated with the Chaos Rune through her acceptance of Chaos. An incomplete list of the Chaos features that may afflict those initiates with the Chaos Rune includes: being highly flammable, growing a valuable gemstone somewhere on their skin, explodes on death, corrosive touch, cannot be healed by magic, easily surprised, large horns.
Those with a strong affinity with this Rune are hateful and self-loathing.

Particular Likes and Dislikes
The Lunars pride themselves on the inclusiveness of the Red Goddess, who they claim has no true enemies. Even the rebellious gods of the Air and the monstrous forces of Chaos are not her foes, but merely forces to be healed of their hatred.
Despite this inclusiveness, the Red Goddess does treat some more equal than others. Those cults who adopt the Lunar way of inclusiveness and cyclism are viewed as closer allies than those who merely begrudgingly accept the goddess' existence.

Cult Organization
All members of a Lunar cult are also lay members of the cult of the Red Goddess, joining in her worship on her holy days, and visiting her temples to pay her homage. Despite this, and her popularity and ubiquity in the empire, only one in a hundred Lunars ever joins the cult of the Red Goddess as an initiate.
The goddess' old incarnations, the seven Ancient Goddesses of the Moon also have shrines across Peloria. often inside the larger temples of the Red Goddess, or their ancient temples still in use after the Red Moon rose into the sky.

Center of Power, Holy Places
The cult's most sacred place is the city of Torang, in the satrapy of First Blessed. Here lies the first Lunar Temple, built on the site where the Red Goddess was born. All other Lunar cults hold this temple sacred as well, and it receives many gifts and tributes from across the entire empire.

Holy Days and Sacrifices
The Red Goddess' holy days vary by region, for they are held weekly when the Red Moon is full. For most of the provinces of the Lunar Empire, the holy day is on Wildday, but in Carmania, it takes place on Freezeday.
The High Holy Day of the Red Goddess takes place on Godsday, Disorder Week, Dark Season. This is the day that the goddess was born in Torang in the Lunar Empire, and great festivals are held all across the empire on this day.
The goddess cares not for the sacrifice of material objects, and prefers her followers spend their holy day celebrations in aiding others, through teaching, mission, and revelation.

Initiates
  • All Initiates of the Red Goddess have a Moon Rune phase at a minimum of 1W.
  • Those who do not have a connection to the Moon Rune must undergo kindling, as mentioned in HeroQuest Glorantha page 190.

Rufelza
Rufelza means "Red Moon", and is a common name for the Red Goddess in Peloria, for it is the great orb they see above them. Those who do not possess the Moon Rune may initiate to the Red Goddess in this aspect, even if it is looked down upon by those who worship the Red Goddess in her true cyclic aspect.
To initiate to Rufelza, the initiate must have a Life Rune rating of 1W or greater. This rune serves as their divine Rune affinity until they choose to awaken their Moon Rune with the kindling rites.

Chaos and the the Red Goddess
The Red Goddess is also known as the Sister of Chaos, and all Lunars are tempted by the power of Chaos. Those Lunar initiates who swap their Moon Phase with the Chaos Rune (as described in HeroQuest: Glorantha, page 186) and lose their connection with the Moon, may initiate to the Red Goddess' cult if they have a Chaos Rune rating of 1W or greater. This grants them no magic, but allows for a certain measure of protection in Lunar society.

Subcults
The Red Goddess has many subcults, the most common being those of the Ancient Goddesses, those incarnations of the ever-changing Moon throughout the Gods' Age. Any initiate of the Red Goddess may join the subcult associated with their Moon Rune phase. Those initiates who have been Illuminated may join any subcult, for they have awakened their mastery over all phases of the Moon.
Verithurusa
Verithurusa was the first incarnation of the Red Goddess, the innocent and pure Red Moon. She was part of the Perfect Sky of the Golden Age, but descended from the heavens when her curiosity overcame her fear.
Verithurusa is associated with the Full Half Phase of the Moon Rune, and her followers can create glamours designed to avoid danger or resist impurity without them being considered stretches.
Common Strictures of the Verithurusa subcult include: Never Use the Moon Rune as the Chaos Rune, Remain Chaste, Never Deny Love.

Lesilla
When Verithurusa descended, she became Lesilla, the loving and nurturing Blue Moon. She ruled the kingdom of Mernita, both above them as light, and amongst them as Queen, until her son betrayed and slew her, destroying both her and her kingdom.
Lesilla is associated with the Crescent Go phase of the Moon Rune, and her followers can create glamours designed to bless and heal family members or children without them being considered stretches.
Spolite Statue of Gerra
Common Strictures of the Lesilla subcult include: Never use the Moon Rune as the Chaos Rune, must not be a virgin.
Gerra
When Lesilla was slain, she became Gerra, the mournful and tortured Black Moon. She did not abandon the world, even when it abandoned her, and went among the populace to teach them how to endure suffering.
Gerra is associated with the Dying phase of the Moon Rune, and her followers can create glamours designed to cause or relieve suffering in the living or dead without them being considered stretches.
Common Strictures of the Gerra subcult include: Never ignore suffering, Obey Dara Happans, never forget what you have lost.

Rashorana
When the world turned against Gerra, she became Rashorana, the illuminating and enlightening Black Moon. Whenever her foes defeated and destroyed her, she returned in a new form, as Illumination can never be truly eliminated.
Rashorana is associated with the Black Moon phase of the Moon Rune, and her followers gain no abilities to create glamours, or require the following of strictures. Instead the subcult of Rashorana teaches illumination to its members. (See HeroQuest Glorantha, page 202 onwards.)

Orogeria
When no one would listen to Rashorana, she became Orogeria, the seeking and hunting Blue Moon. She rose in the darkness, and sought for people to follow her, providing them with shelter and food so that they might oppose their enemies.
Orogeria is associated with the Crescent Come phase of the Moon Rune, and her followers can create glamours designed to track down and hunt enemies without them being considered stretches.
Common Strictures of the Orogeria subcult include: Never use the Moon Rune as the Chaos Rune, share your bounty with others.

Natha
When Orogeria had assembled an army, she became Natha, the avenging and balancing Red Moon. She opposed the gods who had destroyed the world, and forced those who should be dead into the underworld, and those who should be living into the mortal world.
Natha is associated with the Empty Half phase of the Moon Rune, and her followers can create glamours designed to avenge injustices without them being considered stretches.
Common Strictures of the Natha subcult include: Avenge injustice, be honourable in all thoughts and actions.

Zaytenera
When Natha has balanced the world, she will become Zaytenera, the White Moon which is to come. She is said to be the original form of the goddess, even before Verithurusa, and when she rises the entire world shall be perfect once again.
Zaytenera is associated with the Full phase of the Moon Rune, and her followers can create glamours designed to discover secrets and reveal hidden truths without them being considered stretches.
Common Strictures of the Zaytenera subcult include: Never lie to others or yourself, never Use the Moon Rune as the Chaos Rune.

Lesser Moon Immortals
The Red Goddess is queen of the Lunes, minor spiritual entities of Lunar magic. These beings take many forms and colours, and some are little more than mindless concentrations of magic, while others are almost fully fledged New Gods in their own right.
Some of the recorded forms of Lunes are described below.
Madness Spirits
These are Lunes of the Dying and Full Moon phases, and are favoured by many Lunar Magicians for the sacred lunacy they bring. Madness Spirits appear as faces, eternally spiralling in the air and wracked emotions such as crazed laughter, fits of sorrow, or screams of rage. When summoned, Madness Spirits will attempt to fill a person with madness, driving them into divine passions which defy prediction or logic. Some Lunar demagogues willingly offer their bodies to Madness Spirits, believing they will gain a glimpse of the Red Godddess' nature through breaking the chains of sanity.

Vecors
Vecors are Lunes of the Crescent Come, Full and Empty Half phases, and appear as humanoid warriors with red skin on their left, and black skin on their right. Their weapons, armour, and tactics vary, often resembling those of a particular people of the Lunar Empire, such as peasant spear-men, feathered Rinliddi skirmishers, or proud Yanifal Tarnilsi swordsmen. Vecors are often summoned by Lunar magicians to act as bodyguards or to fight the petty gods of enemies.
It is said that the Red Emperor is protected by a full regiment of Vecors, who descend from the Red Moon to protect him when he is threatened by danger.

Wednesday, 24 June 2015

Jack O'Bears

Chen Durelite Vessel in the form of a Jack O'Bear
History
Jack O'Bears first appeared in the Great Darkness, when many chaotic horrors roamed the land. Unlike many of these horrors, no single source has ever been found for the Jack O'Bears. Instead, they seem to have just emerged fully formed from the primal wellspring. Despite this, many peoples have come up with their own explanations of how the Jack O'Bear came to be.
The troll lovers of the Kingdom of Ignorance say that when the dark god Tien came to attack them in the darkness, their masters slew and devoured each and every one of Tien's soldiers. Alone and without any protectors, Tien stumbled into a bear-den while attempting to hide from his pursuers. Surprising the bears as they hibernated, he cut off their heads and bound their souls to him, and then raised their bodies as horrific monsters. To replace their heads he had them place a pumpkin atop their neck, and carved a fearsome face into its surface. He then set them loose to plague the world, while he fled back into the wastes.
In the west, it is popularly said that Jack O'Bears are the spawn of a hellish plant, created by the Devil to feed his army. The Jack O'Bears were its seeds, sent out to gather refuse and waste to feed this monstrous thing. The leader of the Black Horse Troop, Sir Ethilrist, claims he met this beast in his travels, and cut his way out when it swallowed him whole. Certainly his description of this devouring monster as a giant pumpkin would suggest a connection, but despite common folklore, the Jack O'Bear an animal, not a plant or hybrid of the two.


Appearance
Jack O'Bears (Joannursus paralysis) resemble the brown or grizzly bear of western Genertela, at least for the most part. The Jrusteli Naturalist Ocran Everseer believed they represented an offshoot of brown bears, although so far altered by the touch of Chaos that they can no longer breed with any other bear. Certainly they share much of their range with the brown bear, the majority of Jack O'Bears being found in a band from Fronela, through Ralios, to Maniria. Despite this, a subspecies (Joannursus paralysis ignoramus) has been found in the Kingdom of Ignorance, north of Kralorela. Whether these are native, or the result of some chaos cultists spreading them deliberately, is unknown.
The most striking characteristic of a Jack O'Bear is its head, which is completely hairless, lacks external ears or lips, and only has a thin pair of nostrils. Instead of fur, the head is covered with a layer of leathery skin, beneath which runs a network of blood vessels, which gives the head a blood red appearance in infant bears, before paling to a vibrant orange colour when the skin thickens at maturity.
With older Jack O'Bears, the skin has instead been likened to that of a pumpkin or other gourd, giving rise to legends that the beast is part plant.


Habits
Found only in the most isolated and desolate of places, Jack O'Bears are solitary beasts, who view even their own kind as enemies and rivals. Only the Jack O'Bears of the Kingdom of Ignorance have been known to ever socialize, congregating along the great coast of Koromondol in great numbers. Magical observation has shown the beasts swaying from side to side and making a great sussuration, which has been referred to as "singing." The purpose of this act is unknown, but knowing their chaotic nature, it can be assumed to be a grave danger to Glorantha.
Elsewhere, Jack O'Bears can occasionally be found in chaos nests, where Broo, Ogres, or other horrors feed them with parts of their victims. It is likely that the Jack O'Bear merely tolerates their presence because of this tribute, while the chaotics feel this is a small price to pay for the protection the Jack O'Bear provides, for while they may ignore their chaotic "guests", they will attack all others who intrude, acting as guardian and protector for the chaos nest.


Magic
Although possessing of a certain diabolical cunning, the Jack O'Bear is rarely intelligent enough to worship the Lords of Terror, and so only the most extraordinary individuals have learned magic. This can be seen as a blessing, for they already possess an insidious Chaotic power, to freeze and stupefy their victims, making them unable to resist the Jack O'Bear's attacks. Although commonly held to be the result of meeting the creature's gaze, the Jack O'Bear in fact needs only to think about a nearby person for them to fall victim to their insidious gift.

Thursday, 4 June 2015

The Black Horse County

Black Horse County Cultural Keyword
The Black Horse County is a small civilized culture, derived originally from Malkioni stock. Unlike the Orlanthi, they divide their populace into four castes. The Curelan, or Workers, who toil in the fields, or craft goods in the settlements of the county; the Ridderan, or Warriors, who either fight as footmen, or ride the monstrous black horses; the Zoberan, or Sorcerers, who read grimoires and work acts of terrifying sorcery; and Herrelan, the caste of lords and rulers, whose singular member is the great Lord Ethilrist.
Black Horse County includes a wide variety of people, for Ethrilrist has united blond Sun Domers, olive-skinned Heortlings and Tarshites, clean-shaven Grazers, and even inhuman trolls into one mighty populace. Regardless of their origin, the inhabitants of the county accept each other as brothers, and have adopted a habit of cropping their hair to stubble, as a symbol of their abandoned pasts.
The dominant religion of the county is the Atroxic school of Malkionism. This is an ancient and near extinct school, which pre-dates the dawning, and is viewed as heretical at best by other schools of Malkioni thought. The Atroxic school is defined by its focus on discipline and obedience, and caste mobility is rare, and only occurs when Lord Ethilrist promotes a worker to the warrior caste, to join the ranks of his Black Horse Troop.
Most inhabitants of the Black Horse County speak a language related to Esrolian and Heortling. Only scribes and sorcerers can read; and they use a Ralian derived script.
Sample Female Black Horse County Names: Adelina, Aenor, Hild, Lutgardis, Odilia, Ragna, Solveig, Valdis.
Sample Male Black Horse County Names: Arminius, Berengar, Curelus, Cola, Gervasius, Gislenus, Hermanus, Milo, Rochus.

Common Occupational Keywords: Crafter, Farmer, Herder, Merchant, Scribe, Sorcerer, and Warrior (either Heavy Infantry or Heavy Cavalry).



The Black Horses
A Diokos Demon of the Black Horse Troop
The demonic horses of the black horse troop, also sometimes known as the Diokos, are not especially suited for play, given that they can not speak human tongues and lack the ability to manipulate objects.
They do, however, make suitable allies or companions for a character with the Warrior (Heavy Cavalry) keyword, or the occasional sorcerer.
When taking a Black Horse as a companion, they follow the rules for non-humans, and one of their three starting abilities must be their species keyword.


Magic
The Atroxic School
The Atroxic School of Malkionism was founded before the dawn by Atrox the Stern. He was one of the companions of Malkion, and was a witness to the prophet's betrayal and death. Taking the knowledge given to him by the prophet, he wrote a great grimoire filled with these secrets, and of his interpretations of them, and went out among the people to educate them.
Atrox the Stern taught that the most important of Malkion's Laws was Obedience: to the Invisible God, to the Law, to their Lord, and their family. This, along with the ascetic practices supported by this school, has proven pleasing to Lord Ethilrist, who has made every effort to support the school, making the Black Horse County the last stronghold of the school in the Third Age.

Book of Betrayal and Murder
This grimoire predates the Abiding Book, and several sections of that great grimoire are identical to the Book of Betrayal and Murder. It contains several spells based on the Law Rune and Death Rune, focusing on obedience to the Law, and cursing those who defy it. These spells include:
  • Bless Corpse: This spell combines the Law Rune with the Death Rune to properly bury a corpse, preventing them from being raised in monstrous unlife.
  • Blinding Pain: This spell summons the Death Rune within a person, filling them with an agony that renders them insensate and helpless.
  • Burn the Unrighteous: This spell combines the Law Rune with the Fire Rune to fill a sinner with holy fire, burning them from within.
  • Determine Guilt: This spell combines the Law Rune with the Truth Rune, allowing the sorcerer to tell whether someone has committed a crime against the Malkioni laws.
  • Mark of Sin: This spell combines the Law Rune with the Stasis Rune, branding a victim with a sorcerous sigil, visible to all and marking them as a criminal and sinner.
  • Neutralize Poison: This spell dismisses the Death Rune from a substance, removing all traces of poison or other toxins, and rendering it harmless.
  • Prayer of Perseverance: This spell combines the Law Rune with the Stasis Rune, granting someone an inner reserve of strength that they may call upon to refresh themselves, and carry on in the face of adversity.
  • Shrive Sins: This spell combines the Law Rune with the Harmony Rune to cleanse a sinner of their crimes against their caste, allowing them once more to be affected by Malkioni blessings.


The Black Horse Order
This is a martial order, created by Ethilrist from the remains of his old White Horse Society, to be the foundation of his Black Horse Troop. Its members know many spells to aid the demonic seeds and the warriors they fight alongside. Membership in this order is a hard won honour, with prospective members often engaging in magical and physical duels to show their worth, and when accepted must swear an oath of fealty to Ethilrist, while their hands rest inside the mouth of Ethilrist's terrifying hound.

A History of My Black Horse Troop
While nominally associated with Ethilrist's lengthy grimoire, the Black Horse Order usually only studies from volumes VII and VIII, detailing Ethilrist's wars, and his actions taken within them. As these contain many spells related to the battles the order will find itself drawn to. A selection of the spells found within these volumes includes:
  • Cloak of Darkness: This spell summons the Darkness Rune to surround the caster with a cloud of darkness, spreading from him like a cloak, and concealing everything from sight within it.
  • Iron Hoof: This Spell combines the Death Rune with the Beast Rune within one of the demon horses, making their hooves as strong and deadly as iron, and able to crush their foes in a terrifying charge.
  • Lance of Agony: This Spell summons the Death Rune into a lance, imbuing it with the power to slay those they strike with but a single touch.
  • Resist Pagan Spirit: This Spell combines the Death Rune with the Spirit Rune, blunting a spirit's attempts to attack the caster, as armour blunts a sword blow.
  • See in Darkness: This spell combines the Darkness Rune with the Truth Rune to allow the caster to see in pitch darkness as well as he can in daylight.
  • Terrify Foe: This spell summons the Darkness Rune to cloak the caster with an invisible aura of fear, which terrifies beasts, and the weak of mind.


The Order of Damnation
This small order was founded from the remnants of a cadre of Furlandan wizards who accompanied Ethilrist in his journey to hell. Their magic proved invaluable to his plundering of infernal riches and the binding of demons to his service, and by the time they emerged from hell, they had changed. The order's purpose had become focused on the manipulation of the entities of hell, and of turning them to aid Ethilrist's will. The sorcerers of this order provide for the magical protection of the Black Horse County, and some select members accompany squads of the Black Horse Troop into battle.

The Book of Ethilrist in Hell
This is the sixth volume of Ethilrist's "A History of My Black Horse Troop", and is by far the longest. It goes into details of his harrowing of Hell, and the means that Ethilrist used to bind and destroy the enemies he found there. Some of the spells found within include:
  • Destroy Otherworld Foe: This spell combines the Spirit Rune with the Death Rune, enabling the sorcerer to slay a spirit or demon with a word and gesture.
  • Exorcism: This spell dismisses the Spirit Rune, severing the link between an otherworldly being and the material world, forcing it back to its hellish domain.
  • Harrow the Soul: This spell taps the Spirit Rune of its victim, plundering and ravaging their essential nature, causing them agony and providing a source of magical power for the sorcerer.
  • Shield of the Faithful: This spell separates the Spirit Rune from the Man Rune, rendering the sorcerer's target immune to the touch of spirits and gods.
  • Summon Goblin: This spell summons the Spirit Rune, summoning a Goblin, a form of monstrous Dehori from the underworld.
  • Travel Hell: This spell combines the Spirit Rune with the Movement Rune, allowing the sorcerer to travel freely through the infernal otherworlds without being blocked by barriers or guardians.

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.