Lightbringers

When Orlanth slew the Evil Emperor, he freed the world and brought about the Storm Age. When Chaos broke through into Glorantha, however, Orlanth decided to save Glorantha from its doom. He gathered a group of six other gods, and together they traveled into the Underworld to bring life back to the dead world. The Lightbringers descended into the Land of the Dead. They suffered terribly, and each failed at a key moment, but finally they atoned for their errors and resurrected the world.

Few Orlanthi have performed the Lightbringers Quest, for the full quest is difficult and dangerous.

Normally, worshippers of any of these deities greet each other as Lightbringer, even if neither of the parties has ever undergone the quest. When one worshipper is an active Lightbringer (i.e., has performed the Lightbringers Quest or is preparing to undergo the Quest), however, they can request aid from any another Lightbringer cultist. Even if that worshipper has no inclination to go heroquesting, he or she must aid the quester or lose all of their magic. They need not join the Lightbringer on their quest, but if they do not then they must provide something of equal value.

The major deities of Glorantha include the Seven Lightbringers; they are: Orlanth, Chalana Arroy, Lankhor Mhy, Issaries, Eurmal, Flesh Man, and Ginna Jar. Of these, the first four have a strong presence in Trilus, and are detailed here.

Orlanth

The peace and harmony of the Gods Age was broken with the birth of Umath, the god of Strength and Storm who tore apart his parents to make room in the universe for himself and his kin. He introduced a new power of violence and change into the world which hastened its natural processes towards their ultimate end. After the birth of Umath the cosmos slowly learned that its perfection of creation would be followed by a perfection of destruction and a return to chaos. These catastrophic realizations and events are called the Gods War, but their neatness and compact unity is a result of our backward looks. Even within the timeless form of mythology the events occurred as a series of actions and reactions, often instinctual, with no knowledge of their results.

Orlanth was one of the many sons of Umath. His mother was a mountain goddess named Kero Fin, and he has always been associated with mountains since then.

When he was only five hours old, say the tales, he set off on his first adventure, armed only with a comb and a rattle. With those he challenged the young god, Yelm, to a dancing contest. Orlanth did a war dance while Yelm did a ballet. The gods who judged the event were shocked at Orlanth’s behavior and so awarded the prize to Yelm. Orlanth went away angry and disappointed, and so began the most famous struggle of God time. The Orlanth and Yelm rivalry is known in mythologies which do not even worship these two gods. In their own myths the contest is central to worship. There are many tales tell of one or the other god’s victory.

For his leadership of the Lightbringers and his acknowledged superiority over Yelm, Orlanth was confirmed as chief of the Air Gods. He also achieved the title of King of the Gods. That title is recognized by Lightbringers and some others, but not by all of the deities of the world.

The worship of Orlanth was known throughout most of the world in the Dawn Ages, and his worshippers brought the secrets of the Lightbringers down from the mountains to civilize the lowlands where the broken remnants of sunworshippers struggled against the dark. But even inside of Time the ancient rivalry between the two deities rose again, and soon the worshippers of Orlanth in the hills and mountains were struggling with the worshippers of Yelm in the lowlands.

In the Third Age was born a new rival, the Red Moon. This goddess had some skills and magics like those of both Yelm and Orlanth, and others more arcane. Through the passage of time the worship of the Red Moon grew in Peloria, and spread southward into the highlands towards Dragon Pass. The northern gods of light fell before her march, and then she set herself against Orlanth as well, to struggle for the Middle Air. Through the years her worshippers have converted and conquered those of the storm god, and the gods themselves have been seen brooding anxiously over their children during wars between men.

The breadth of the Orlanth cult’s spread is extensive, and it is understandable that such diversity would spawn some differences of worship depending upon the local customs. In general, three forms of the god are recognized. Orlanth Adventurous is the most widespread, for this god-form appeals to those who wander and adventure. Orlanth Thunderous is the weather god aspect and is worshipped where people commune with the violent storms of nature. Orlanth Rex is the King of the Gods, and is worshipped by chieftains and nobles and poets.

Funeral rites for the Adventurous cultists requires burning the body while chanting a chant like Daka Fal’s. There is then a song to command the soul to the winds. A smoky fire is made and grave goods are included to assist the person in the land of the dead. Among his dead, some souls will know freedom for a while, but others may join minor winds or be chosen by Orlanth to serve in his band of heroes.

Orlanth Adventurous guarantees to his loyal Initiates that he will go and get their soul if the body is not treated with proper burial rites, using one method or another. This way the Adventurers need not fear dying in a strange land among foreigners.

Initiate Requirements: 50% in five of the cult skills. Succeed in three of the rolls to convince the examiners.

Acolyte Requirements: 70% in four of the cult skills. Succeed in three of the rolls to convince the examiners. Italic skills are mandatory.

Rune Requirements: 90% in three of the cult skills. Bold skills are mandatory.

Cult Skills: Combat Style (any), Athletics, Evade, Native Tongue, Perception, Ride, Stealth, Language (Stormspeech), Lore (cult), Navigation, Oratory, Combat style with sword, Devotion, Exhort

Folk Magic for Initiates: Beastcall (Species), Bladesharp, Demoralise, Disruption, Find Enemies, Heal, Might, Mindspeech, Mobility

Theist Miracles: (italic=acolyte, bold=rune level) Analyze Magic, Bless Thunderstone, Call Winds, Clear Skies, Cloud Call, Consecrate, Cure Wasting Disease, Enthrall, Face Chaos, Flight, Shield, Snow, Thunderclap, Wind Words, Command Worshippers (High Priest), Bless Woad, Dark Walk, Dismiss Elemental, Dismiss Magic, Heal Wound, Lightning, Mindlink, Soul Sight, Spirit Block, Summon Small Sylph, Telekinesis, Excommunication, Extension, Guided Teleportation, Teleportation

Pantheons: Storm

Chalana Arroy

Chalana Arroy is the daughter of Glorantha. It is not known who her father was. Even in the earliest myths she is always the same, already showing the depths of her character. Noted for her kindness and purity, she aided Orlanth, Issaries, Yelm, Humakt, Ernalda, Hykim, and others in several tales. Her son, Arroin, beloved by all the world, was begat by one or all of these gods.

The worship of the goddess Chalana Arroy is an extremely harsh and prohibitive one in many respects, and especially in the nature of their selfdefense. In fact, the cult expressly prohibits the use of any weapons or magic which may damage a part of the world. The worship of a passive deity is a luxury which few can afford. Not many wish to throw themselves at the mercy of the world when times are troubled. Thus worship of her has been restricted to the most devout individuals or the most advanced civilizations.

Those truly dedicated to the worship of this Cult know they will return to the world as healing spirits, continuing to aid and comfort the torn and battered of the world.

These cultists are buried after death. It is usual for Priests and Lords of the cult to have some type of healing plant grow over the gravesite, and so they are often buried in the cult gardens.

Initiate Requirements: 50% in five of the cult skills. Succeed in three of the rolls to convince the examiners.

Acolyte Requirements: 70% in four of the cult skills. Succeed in three of the rolls to convince the examiners. Italic skills are mandatory.

Rune Requirements: 90% in three of the cult skills. Bold skills are mandatory.

Cult Skills: Endurance, Willpower, Lore (cult), Lore (human), First Aid, Devotion, Exhort, Healing

Folk Magic for Initiates: Calm, Deflect, Dullblade, Heal, Light, Sleep, Vigour

Theist Miracles: (italic=acolyte, bold=rune level) Absorption, Analyze Magic, Comfort Song, Consecrate, Cure Chaos Wound, Cure Malady, Cure Sense, Dismiss Elemental, Dismiss Magic, Heal Body, Heal Mind, Heal Wound, Mindlink, Shield, Soul Sight, Speak with Herd Beasts, Spirit Block, Telekinesis, Create Market, Excommunication, Extension, Rejuvenate, Resurrect

Pantheons: Storm, Yelm

Lankhor Mhy

Lankhor Mhy was born before the Gods War of two members of the Celestial Court, Mostal (son of Acos Lawgiver) and Orenoar (Mistress of Truth). He lived with them upon the great Spike of Law and sang songs of Knowledge and Power.

While Lankhor Mhy was able to embrace all knowledge, mortals have no such opportunity, and have found ever since that their knowledge must always be incomplete, and what they know does not always apply to the problems at hand. Yet many follow Lankhor Mhy’s constant quest for knowledge, for the thirst for knowledge remains, and his worshippers constantly search for new knowledge. They also constantly gather such chunks of the Spike as are collectable, to better understand the universe which once took its form from the Spike.

These worshippers of the Seeker and the Sage remain above the quarrels of other gods, and are impartial advisers to all. They have no binding ties to any element, and can advise Sun, Wind, Moon, or Earth with equal enthusiasm.

The worshippers of Lankhor Mhy know that they will travel to his Court inside the Tower of Ivory to sit at the feet of the Eternal Source of Knowledge. Their time in the tower will depend on how well they have fulfilled the lifetime quest of the cult: the amount of true knowledge known determines the time allowed in blissful research before mortals once again take their place in the eternal circle of life and death.

Initiate Requirements: 90% in a cult skill.

Acolyte Requirements: 90% in three cult skills.

Rune Requirements: 90% in three cult skills. Bold skills are mandatory..

Cult Skills: Customs, Insight, Perception, Commerce, Lore (cult), Devotion, Exhort, Literacy, Lore (any), Lore (any other)

Folk Magic for Initiates: Appraise, Beastcall (species), Calculate, Find Enemies, Find, Magnify, Mindspeech, Translate

Theist Miracles: (italic=acolyte, bold=rune level) Clairvoyance, Consecrate, Cure Brain Fever, Head Smashing Ritual, Knowledge, Mind Read, Telekinesis, True Speak, Wind Words, Analyze Magic, Behold, Dismiss Magic, Heal Wound, Mindlink, Soul Sight, Spirit Block, Create Market, Excommunication, Extension, Reconstruction

Pantheons: Storm

Issaries

Issaries is the son of Larnste and Harana Ilor, god and goddess of the Celestial Court who ruled over Change and Harmony, respectively. The cult of Issaries worships him as the god of
language and speech, of communication in general, and of passage and transit, travel, trade, and roads: the Guardian of the Way. After the Sun’s rebirth, Issaries went about the world to remind people of his secrets and to guide them back to civilization and safety. His children were left as guides, and each of these children developed into a specialized sub-cult, depending on local needs.

The cult makes great promises to its worshippers. Lay Members are guaranteed that they will be guided to their proper station in the Afterlife, and that many opportunities exist in that Afterlife. Lay Members buried with their appropriate statue of Issaries (purchased from a priest of the cult) will be assured that their case will be heard properly. Initiates are told that they can take some of their magical items and abilities beyond the grave.

Initiate Requirements: 50% in five of the cult skills. Succeed in three of the rolls to convince the examiners.

Acolyte Requirements: 70% in four of the cult skills. Succeed in three of the rolls to convince the examiners. Italic skills are mandatory.

Rune Requirements: 90% in three of the cult skills. Bold skills are mandatory.

Cult Skills: Customs, Influence, Insight, Courtesy, Culture(named culture), Literacy, Lore (cult), Navigation, Commerce, Devotion, Exhort

Folk Magic for Initiates: Alarm, Appraise, Glamour, Glue, Mimic, Mobility, Translate

Theist Miracles: (italic=acolyte, bold=rune level) Analyze Magic, Consecrate, Dismiss Magic, Flight, Heal Wound, Knowledge, Mindlink, Passage, Soul Sight, Spell Trading, Spirit Block, Telekinesis, Create Market, Path Watch, Special Lock, Create Great Market, Excommunication, Extension, Rejuvenate

Pantheons: Storm

Lightbringers

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