TEXT: By Greg Stafford And Friends
  Cover Art by Stefano Gaudiano
  By Greg Stafford And Friends
  Cover Art by Stefano Gaudiano
  The Cults of Sartar 
  The Cults of Sartar
  ISS 1310
  
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  STORM TRIBE
  The Cults of Sartar
  By Greg Stafford and Friends
  Cover art by Stefano Gaudiano. Cover Design by Eric Vogt
  Interior illustrations by Simon Bray, Heather Bruton
  William Church, Lisa Free, and Marc Moreno
  Acquisitions Editor: Roderick Robertson
  Copy/Content Editor: Stephen Martin
  Layout by Stephen Martin
  Runes by Issaries, Inc.
  All contents copyright © 2001 by Issaries, Inc. All rights reserved. Similarities be-
  tween characters in Glorantha and any persons living or dead are strictly coinci-
  dental. Cover illustration is copyright © 2000 by Stefano Gaudiano. Interior artwork
  is copyright © 2001 by Simon Bray, Heather Bruton, William Church, Lisa Free, and
  Marc Moreno. The reproduction of material from this book for the purposes of per-
  sonal or private profit, by photographic, electronic, or any other means of storage
  or retrieval, is strictly prohibited. First Printing April 2001.
  Issaries Publication ISS 1310.
  ISBN #1-929052-10-3
  Visit www.HeroWars.com to learn more about Glorantha!
  Lhankor Mhy Blesses the Readers
  of This Book and Blinds Any Who
  Would Misuse Its Sacred Secrets.
  Published by Issaries, Inc. 
  900 Murmansk St, Suite 5; Oakland, CA 94607
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  Credits and Thanks
  Illustrations by Simon Bray except pp. 86, 190 by Heather Bruton; pg. 105
  by William Church; pg. 115 by Lisa Free; and pg. 102 by Marc Moreno.
  “The Making of the Storm Tribe,” “Elmal Guards the Stead,” “Humakt the
  Champion,” and “Issaries the Conciliator” by Robin D. Laws.
  Chalana Arroy by Roderick Robertson, based on material by Greg Stafford,
  Steve Perrin, and Sandy Petersen.
  Elmal by Ian Cooper, David Dunham, Otto Leppä, Clint Staples, Greg Stafford,
  and Bryan Thexton.
  Heler by Julian Lord.
  Humakt by Roderick Robertson and Greg Stafford, based on material by 
  Greg Stafford, Steve Perrin, and Sandy Petersen.
  Issaries by Ian Thomson, based on material by Greg Stafford, Steve Perrin,
  and Sandy Petersen.
  Lhankor Mhy by Roderick Robertson, based on material by Greg Stafford, 
  Steve Perrin, and Sandy Petersen.
  Odayla by David Millians, with thanks to David Gordon, John Hughes, 
  David Hall, and Greg Stafford.
  Urox by Roderick Robertson and Greg Stafford, based on material by Greg 
  Stafford, Steve Perrin, and Sandy Petersen.
  Vinga by John Hughes and Greg Stafford, except “How Vinga Joined the
  Thunder Brothers” by Stephen Martin, with thanks to David Dunham
  Yinkin by David Gordon and Greg Stafford.
  Minor Deities variously by Andy Dawson, David Dunham, Jeff Kyer, Julian
  Lord, Stephen Martin, David Millians, Roderick Robertson, Greg Staf-
  ford, and Ian Thomson.
  Orlanthi Heroes by Jeff Kyer, Roderick Robertson, and Greg Stafford.
  Additional Material by Janet Anderson, Chaosium, Inc., and John Hughes.
  Commentary provided by David Dunham, Jeff Kyer, Simon Phipp, Wesley
  Quadros, Roderick Robertson, and Stephen Martin.
  Thanks to A Sharp, LLC, for providing material from the award-winning
  computer game, King of Dragon Pass. For more information, visit their
  web site at http://a-sharp.com/kodp/.
  Special thanks to Jeff Kyer, who stepped in at the last moment to plug leaks
  and fill holes in the book.
  
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  Table of Contents
  Glorantha Trading Association . . . . . . . . . . . . . . . . . . . . . . . . . 4 
  We Are All Orlanthi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  The Lightbringers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 
  The Making of the Storm Tribe . . . . . . . . . . . . . . . . . . . . . . . . 8 
  The Jonstown Compendium. . . . . . . . . . . . . . . . . . . . . . . . . 10 
  Become the Thunder!, New Rules and Occupations . . . . . . . . . 11 
  Disciples. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 
  Shared Subcults . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 
  Hero Cults . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 
  Goddess Cults as Growth . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 
  Calendar of Holy Days. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 
  Divine Companions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 
  Unusual Occupations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 
  Ritual Enemies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 
  Chalana Arroy, Goddess of Healing . . . . . . . . . . . . . . . . . . . . . 31 
  Elmal, Warrior God of the Sun . . . . . . . . . . . . . . . . . . . . . . . . . 45
  Elmal Defends the Stead. . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 
  Eurmal, Trickster and Fool . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 
  Heler, God of Rain and Loyalty. . . . . . . . . . . . . . . . . . . . . . . . . 75 
  Humakt, God of War, Death, and Oaths. . . . . . . . . . . . . . . . . . 87
  Humakt the Champion . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
  Issaries, God of Communication and Trade . . . . . . . . . . . . . . 109
  Issaries the Conciliator . . . . . . . . . . . . . . . . . . . . . . . . . . 121 
  Lhankor Mhy, God of Knowledge and Literacy. . . . . . . . . . . . 123 
  Odayla, The Deep Hunter . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139 
  Urox, Berserk Chaos-Killer and Desert Storm. . . . . . . . . . . . . . 153 
  Vinga, Goddess of Protection and War . . . . . . . . . . . . . . . . . . 166
  How Vinga Joined the Thunder Brothers . . . . . . . . . . . . . . . 178 
  Yinkin, God of Alynxes, Hunting, and Sensuality . . . . . . . . . . 181 
  Minor Deities, Specialist Gods and Goddesses. . . . . . . . . . . . . 191
  Umath and Asrelia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198 
  How to Solve Kinstrife. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205 
  The Gathering of the Goddesses . . . . . . . . . . . . . . . . . . . . . 232 
  Orlanthi Heroes, Mortals Who Became Gods . . . . . . . . . . . . . 237 
  Index
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244
  Illustrations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244 
  Keywords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244 
  Charts and Narrator Aids. . . . . . . . . . . . . . . . . . . . . . . . . . 245 
  Creature Statistics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245 
  Listing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245
  
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  Glorantha Trading Association
  Issaries salutes the volunteers of the Glorantha Trading Association,
  whose contributions made this book possible. For their generosity, we
  ask that the Thunder Brothers fight at their side each day and the
  Weaver Women welcome them home each night.
  Heroes
  Rex Andrew Bean, The Book of Drastic Resolutions, The Clan
  Coriales, Andrew Cowie, David Dunham, 
  Peter Erickson, Hanataka the Stormer, 
  Andre Jarosch, Andrew Joelson, 
  Christopher Johnson, Richard 
  Katsaros, Hiroto Kawakami, 
  Andrew Kelly, Mark Leymaster of 
  Grammarye, Walter Manbeck, 
  Yoko “Anesan” Miyamoto, 
  Hayato Niitsuma, Roderick 
  Robertson, Randy Tomaszewski, 
  Michael Trout, Bob Vesterman, 
  Nils Weinander, Murase 
  Yoshiyuki, Anonymous.
  Runemasters
  Reinier Dobbelmann, Anonymous.
  Initiates
  Wulf Corbett, Allyn Glosser, Steve Lieb, Anonymous.
  Are you interested in learning more about the GTA?
  Check out the web site at::
  http://www.HeroWars.com/inc/gta.html
  
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  We Are All Orlanthi
  Dead the world, ‘til Umath the Free,
  Broke Emperor’s curse and moved the world.
  Umathsons and stalwart liegemen set the world in its ways.
  Now all feel the world’s winds at their backs.
  Thunder Rebels provides “all” the information needed to play Orlanthi
  barbarians in Hero Wars. The “Orlanthi All” accounts for about 85%
  of Heortlings. Storm Tribe is about the other 15%, those “one in seven
  or so” who do not conform to the norm of Heortling society:
  �
  Men and women who do not worship Orlanth and Ernalda. 
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  Men who do not live by plowing, harvesting, fishing, or herding.
  �
  Women who do not live by raising children, harvesting, or hus-
  banding animals.
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  Women and men who do not follow normal gender roles.
  The Cults of Sartar
  Storm Tribe details eleven important and widespread Heortling deities
  and magic keywords for less important deities and heroes. Readers
  should note that many of the differences between write-ups are inten-
  tional. We cannot hope to provide every detail of every cult, and
  instead have focused on different facets of each write-up. For example:
  �
  The Elmal cult lists feats available at specific holy places (see pg. 51).
  Such local feats are found in many Heortling cults, not just Elmal’s.
  �
  The Humakt cult provides sample gifts and geases (see pp. 98-99), but
  some temples, subcults, or hero cults may offer or require others.
  Worshippers of other gods might obtain similar gifts and geases on
  heroquests, at holy places, or by joining special subcults or hero cults.
  �
  Vinga’s myths show the origin of several feats (see pg. 168), but every
  feat available from every god has a myth behind it. Devotees travel
  to the Other Side and participate in these myths. If they are suc-
  cessful and do the things that the god did, they learn the feat.
  
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  e The Lightbringers
  When Orlanth slew the Evil Emperor, he freed the world and brought
  about the Storm Tribe Age. When Chaos broke through into Glorantha,
  however, Orlanth repented of his act. He gathered or met 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 freed the Sun, Voria, and the
  other deities of life. Those other gods are Lhankor Mhy, the Sage;
  Issaries, the Guide; Chalana Arroy, the Healer; Flesh Man, the terrified
  mortal; and Eurmal, the slippery Trickster. The Seventh is called Ginna
  Jar, who some say was the wyter of the group, the force that linked them
  to each other and to those left behind who were pledged to help them.
  Few Heortlings are active Lightbringers, for the full quest is difficult and
  dangerous. Each deity has a Lightbringer subcult or aspect that wor-
  shippers can join, generally only when they need these special questing
  powers. These subcults are Downboy (pg. 70), Issaries the Guide (pg.
  119), and Orlanth Lightbringer (Thunder Rebels, pg. 245). Chalana
  Arroy and Lhankor Mhy have Lightbringer subcults not described in
  this book, and Flesh Man and Ginna Jar are not worshipped deities.
  Normally, worshippers of any of these deities greet each other as
  Lightbringer, even if neither of the parties has ever undergone the quest
  or joined one of the subcults. When one worshipper is an active
  Lightbringer, however, they can request aid from another Lightbringer.
  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.
  Ginna Jar is the
  wyter of the
  Lightbringers the
  Seventh that is
  greater than the
  sum of the parts
  
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  The Lightbringer’s Summons
  — from The Travels of Biturian Varosh, 1615 S.T.
  After we ate, the healer continued her ritual. I grew chill as she
  spoke a certain poem, and Norayeep watched me with alarm.
  Chaos stalks my world.
  Broos have bruised me, the Hand has pawed me.
  I have taken up the impossible path, 
  And seek those who must aid my task.
  You are not the first of my friends.
  Others walked with me to Heal.
  The Devil took them, they died.
  I failed to save them, Chaos grows.
  This is the Lightbringer’s Summons that all must answer or lose the
  faith of their god. The healer was telling me that she had seen the
  foe and failed, that she was under geas to return and fight it.
  I explained it to Norayeep. She said, “I have no vows to hunt
  Chaos. You are my master and owner, but even that cannot over-
  come my fears. I am no magical warrior or blessed healer.”
  “Nor I,” I said.
  Eye-whisper said he detected the ragged ghost of Alain, Sword of
  Humakt, plaguing the consciousness of the healer. I recalled that
  that Humakti had prepared an expedition against broos active in
  Sog’s Ruins. The mere thought of a foe that could make a Humakti
  remain as an undead did chill me to my soul.
  When so filled with fear, I always ask Issaries. He answered, say-
  ing that the path to herodom lay in Sog’s Ruins. Must I go? No,
  heroquesting for me was voluntary, not compulsory.
  But still I was obliged to answer the cult demands that I take my
  part on a Lightbringer’s expedition. A dilemma indeed.
  “What price can I pay,” I asked, “to fill my spot with something greater?”
  “Only god things are better than a Lightbringer with a brave heart,”
  she said. “How could anyone replace your skills?”
  “What about a truestone?” I asked.
  “An excellent vessel, Goldentongue, but who will fill it?” The ques-
  tion was rhetorical, of course.
  Thus, I bought my way out of a heroquest, sending instead a spell-
  laden stone with all my magic.
  The priestess seemed pleased with this trade. I did not feel
  cheated, for my life path did not lie upon the hero’s trail of impos-
  sible deeds. But I was poorer, and had even less chance to decently
  outfit myself in Pavis.
  
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  The Making of the Storm Tribe
  When Orlanth’s marriage to Ernalda was new, he spent much time
  enjoying the sweet secrets of his bride. At length, however, he grew
  restless, and began to think again of his enemy the Emperor, who
  had shamed him and deprived him of his rightful influence in the
  world. Ernalda saw that he was turbulent inside, and said to him,
  “You will never beat the Emperor by yourself, for when you fight the
  Emperor you also fight his tribe, the Fire Tribe. If you really want
  something to rival what the Emperor has, you must make a new
  thing, like the Fire Tribe, but better.”
  Ernalda’s words troubled Orlanth, and he walked the world and let
  them rattle around inside him. The Doubting Wheel rolled towards
  him, and said that Orlanth should not make a tribe. “If you put
  yourself above all others, you will be just as bad as the Emperor.
  You will take freedom from the people, and make unjust decrees.
  People will expect you to tell them what to do, and in so doing they
  will steal your own freedom.”
  Orlanth captured the Doubting Wheel in a great net, and took it
  home to Ernalda, who cooked it up in a soup until it was small and
  silver. “It is nothing to worry about now,” she said. “Take it and use
  it to make the tribe I told you about.”
  Orlanth left again and wandered until he found his brother Yinkin,
  who was chieftain of the Cat Clan. Yinkin said, “My clan is badly
  pressed by the Plant Tribe, which fights us for our hunting ground.”
  So Orlanth fought Rustling Veins and the Sharp Green, and bested
  them. He gave the small silver thing to Yinkin and said, “Now you
  must join my Storm Tribe.” Yinkin agreed to make the Cat Clan part
  of the Storm Tribe, so long as this new tribe had a way of remem-
  bering its good laws.
  Orlanth searched for some good laws, and found the Knowing God,
  who was head of the Marks On Bark Clan. The Stone Tribe had
  trapped him inside a great cube because he tried to make new
  knowledge about them, and they hated new things. Orlanth ruined
  the cube by creating a new poem, which confused it so that it fell
  apart. Orlanth gave the Knowing God one of Yinkin’s old claws, and
  said, “Now you must join my Storm Tribe, and help us remember
  our good laws.” The Knowing God agreed to make the Marks-on-
  Bark Clan part of the Storm Tribe, so long as this new tribe had
  fierce warriors.
  So Orlanth looked for fierce warriors, and found his brother Vadrus,
  who was boss of the Hurt-Everything-Clan. Vadrus wanted to go off
  to fight the Blue Tribe, and wouldn’t listen to Orlanth’s plan. So
  Orlanth said they should arm-wrestle instead. He defeated Vadrus,
  and gave Vadrus a lock of the Knowing God’s beard, saying “Now
  you must join my Storm Tribe.” Vadrus said that the Hurt-Every-
  thing-Clan would join the Storm Tribe, but not if Yinkin’s Cat Clan
  
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  were part of it. “Yinkin scratched me, and I will not attend a moot
  if he is there,” Vadrus said. Orlanth said nothing about Yinkin and
  went on his way.
  Orlanth kept collecting clans. The Talking God agreed to make his
  Traveling Clan part of the Storm Tribe, so long as it had many cows
  to trade with. So Orlanth sought out Uralda, who agreed that the
  Cow Clan should join the Storm Tribe, so long as her clan-mates had
  enough grain. Orlanth found Esra, who said that the Green Grain
  Clan would join, but not if the Traveling Clan were part of the tribe,
  because the Traveling Clan was too anxious to share her with out-
  siders.
  Orlanth collected other clans on his journeys. Some of them we re-
  member today. Others later left the tribe or caused trouble, just like
  Vadrus’ Hurt-Everything-Clan. And some we have forgotten com-
  pletely.
  Orlanth brought them together at one big moot, and soon everyone
  was fighting and blaming him. “You said Yinkin would not be here!”
  Vadrus cried. “I will not moot with the Talking God,” said Esra
  angrily. Orlanth was about to fight all of them right then and there,
  but then Ernalda brought him items of tribal regalia.
  She brought him the Chest of Torcs, with which he could gift the
  clan leaders. She brought the Hall of Understanding, where people
  could settle their differences by talking them out. She gave him the
  Crown of Authority, which made people respect his sacral powers
  and pledge allegiance to him. Most of the clans agreed to make the
  tribe, but there were still some who were stubborn.
  Then warriors from the Night
  Tribe came and attacked the
  quarrelling clans, and every-
  one banded together to fight
  the hungry enemies. They saw
  that the night warriors could
  have destroyed any one clan,
  but could not destroy all of the
  clans massed together. The last
  of the troublemakers settled
  down and named Orlanth king,
  and so he made the Storm Ring
  to govern the new tribe.
  Later, he asked Ernalda how
  the Night Tribe had known to
  come to the big moot. His
  bountiful wife just smiled, and 
  Orlanth thought about some-
  thing else instead.
  
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  The Jonstown Compendium
  The Jonstown Compendium is a series of books kept in the Lhankor
  Mhy temple in Jonstown, Sartar. It consists of scraps of material that
  various scribes have thought worth recording over the years. These
  scraps have been culled from the minds of great philosophers, collected
  from the fantastic memories of tribal skalds and lawspeakers, and
  translated from various odd scrolls and ancient parchments. Each entry
  is gathered and listed, one after the other, without order, meaning, or
  editorial labor.
  Each entry begins with a number. Sometimes a title of sorts begins an
  entry, wherein the author or redactor identifies himself. Then follows
  the text, with individual entries being of any length. One entire volume
  contains a single entry over 250 pages in length, but most list hundreds
  of pieces of information.
  We have chosen to provide a selection from various volumes of the
  Jonstown Compendium, selecting the entries primarily for their rele-
  vance to other sections of this book. No volume of the Compendium is
  this focused in its presentation. Most contain amazing amounts of
  dross and trivial information among the bits of useful knowledge. Such
  is the habit of the sages of Lhankor Mhy, to value all knowledge, no
  matter how obscure.
  The first selection is below, and the others appear on pages 18, 73, 89,
  118, 129, 137, 177, 200, 236, 238, and 241.
  Jonstown Compendium #9,899
  The Battle of Dura, Karo, and Vanda is where Heortling men go to
  learn the Fight Elements magic of Daylanus. It takes place on the
  northern border of the Vingkotling lands.
  In the Middle Storm Tribe Age, when Orlanth was strong and expand-
  ing, Vingkot assembled a war band to accompany him north to
  fight the Dara Happans. Although he was king of the tribe and a
  great warrior, he named Daylanus the Conquering Storm as the
  Warband Leader, because he could blow out any fire.
  The Dara Happan response to this quest is always hard to judge,
  and is often variable. Because of this, it is a dangerous quest. Com-
  mand skills are of utmost importance, plotted against the weather,
  supplies, enemy foes, surprise attacks, and so on. Success or fail-
  ure at the Watchpost of the Southern Star (an ancient Exchange
  Site) sends raiders to one of the three battles. However, “duro,
  kara, and vanda” means “win, draw, and lose,” and no quester
  knows which battle he is at until after the fight has ended.
  
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  Become the Thunder!
  New Rules and Occupations
  Life is for living, feel to your fullest.
  Challenge the challengers, carve out your place.
  Faithful to friends, relentless to foes,
  Loving to kin, fulfilling your wyrd.
  Disciples
  A disciple is a worshipper whose connection to his god is complete. He
  spends 90% of his time doing the god’s work, and is as close to a god as
  a mortal can be. Not all cults support disciples, and disciples of any god
  are rare. There are probably fewer than five disciples of any one god in
  Dragon Pass. The Hero Wars are bringing out many more disciples than
  have been seen in any other age of Glorantha.
  Storm Tribe provides Wind Lords as an example of disciples. Narrators
  should provide similar detail for the disciples of other deities.
  During Play
  Players who wish to turn their character towards discipleship may only
  do so with their narrator’s approval. He must know the secret of his cult
  or subcult (as appropriate), and usually must have at least three other
  appropriate abilities at 1W2. Appropriate abilities are those listed in the
  cult keywords; depending on the cult, this may include his occupational
  keyword as well. He must have a cult Virtue at 1W2 or greater. Finally,
  he must have a relationship of 10W with his supporters, and must con-
  vince his temple to support him in all ways, for he has no time to sup-
  port himself. The temple authorities have a resistance of 10W3 or more
  to the request for support. Many cults have additional requirements.
  The Otherworld will intrude on the hero, who will undergo voluntary
  and involuntary heroquests. He will also face challenges from ritual
  enemies during his ascension. This is both his god testing him and his
  god’s enemies trying to prevent his ascension. A successful hero’s final
  quest brings him to his god, who acknowledges him as a disciple.
  
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  The cgaracter pays 3 hero points to transfer his transfer his ability rat-
  ing from Devotee of [God] to Disciple of [God]. A disciple of Orlanth, Er-
  nalda, or another great god becomes a disciple of a specific aspect of
  that deity, not of the great deity itself. Thus, Wind Lords are devotees of
  Orlanth Adventurous, not just Orlanth. The new disciple loses all other
  relationship abilities (including Worship Storm Pantheon) except for his
  relationship to his supporters.
  Obligations and D 
  Disadvantages
  The disciple spends 90% of his time and energy emulating his god; the
  only time remaining is the personal time needed to eat, rest, and the
  like. He must travel and act as his god directs him to; failure to do so is
  tantamount to defying the god. These actions will always be appropri-
  ate to the god — fighting enemies for Humakt, healing people in need
  for Chalana Arroy, etc. Most disciples have ritual requirements that
  they must perform when they meet representatives of certain gods.
  A disciple may never worship or use the magic of other gods, not even
  aspects of the same god. He can never leave the service of his god,
  except by joining his deity forever in the Otherworld.
  He must follow the god’s ethics and morals, as expressed in his cult’s
  virtues. If he fails to do so, the god may withhold aid, make magic
  harder to perform, send an agent of reprisal, or even remove his pat-
  ronage entirely until the disciple makes amends.
  Benefits
  The disciple no longer needs to know individual feats (although he
  retains knowledge of any he does know). He may use the affinities of
  the god directly with no improvisational modifier, but he is restricted to
  direct application of those affinities. The narrator may prohibit use of
  the magic that falls outside the purview of the god.
  The disciple may learn any affinity from any subcult of his god or
  aspect at normal HP cost, with no time or resource requirements (and
  thus he may learn as many of these affinities as he wishes). He must
  still travel to an appropriate temple or holy place of the subcult to learn
  its magic. Disciples always receive a divine companion (see pg. 26) if
  they do not already have one.
  As part of his acceptance, the new disciple receives a gift from his god,
  which can be an ability, item, or even just secret knowledge. This gift
  relates to a particular function or deed, and usually manifests as a +5
  bonus to certain situations or actions, rituals, and heroquests. The dis-
  ciple must usually perform a ceremony to invoke this gift, or perform
  the heroquest exactly as his god did — winning when his god won, los-
  ing when his god lost, and making the same decisions that his god did.
  
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  w Wind Lords
  Disciples of Orlanth Adventurous
  Wind Lords are disciples of Orlanth Adventurous. They embody the
  martial and moving aspect of the god, and rarely stay in one place.
  They emulate Orlanth’s early adventures, and spend their time fight-
  ing, raiding, and loving.
  No mortal can command a Wind Lord, and they may not hold posi-
  tions where someone might try to command them. Their duties pre-
  clude their assumption of the rank of chieftain or king, for they must
  always be free to follow the winds and move with the storm. They
  may not serve on the inner ring of their clan or tribe because of the
  need to be free of such ties, but they may serve as an advisor to the
  leader of a clan, tribe, or kingdom.
  Requirements
  To become a Wind Lord, a hero must know the secret of his subcult
  (and thus must have at least three Orlanth Adventurous affinities at
  or above 1W2). He must embody all of the Virtues of Great Orlanth
  and Orlanth Adventurous, and must have a rating of 1W2 or better
  in at least one of them. He must have at least three other abilities at
  or above 1W2. These abilities must all come from his aspect or sub-
  cult keyword or from the Warrior, Champion, Warband Leader, or
  Weaponthane keywords (as appropriate).
  The candidate must lead a band of like-
  minded heroes and gain the support
  of an Orlanth temple. His prepara-
  tory heroquests take him against Or-
  lanth’s traditional enemies, including
  the Evil Emperor, the dragons, and the
  Water and Darkness Tribes. He must
  also perform a complete Lightbring-
  er’s Quest. His final quest is the Re-
  pentance Quest, where he must truly
  repent of a previous deed and work to
  reverse its effects.
  Obligations
  Wind Lords are examples for all men 
  to follow. They must lead their band 
  against all foes of the Storm Tribe,
  Orlanth Adventurous
  
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  aid friends and challenge enemies, and in general do the things that
  Orlanth Adventurous did. They may be married, but few women will
  put up with a Wind Lord’s constant absences and affairs, and a man’s
  attainment of this status is grounds for divorce.
  Wind Lords have many ritual requirements that they must adhere to.
  When meeting a priest or disciple of Yelm, Yelmalio, or any related
  solar deity, the disciple must challenge them to a contest by saying
  the following verse:
  Wandering Sun, Jealous Uncle,
  I have a new Toy here, see it?
  Test me, Twice if you can.
  A treasure for each right answer.
  The two then engage in a contest, often of riddles or martial prowess.
  The loser of the contest must give a treasure to his opponent for each
  victory. Protocol demands that each participant suggest a contest. Solar
  Worshippers in Dragon Pass and the nearby lands know and under-
  stand this rite, but those from Dara Happa often do not. If an oppo-
  nent fails to respond with an appropriate challenge, the Wind Lord
  may treat him as a foe and attack him without other provocation.
  Disciples must be solicitous and gentle with the Earth, their wife and
  companion. Upon meeting a priestess of the Earth, the disciple must
  offer to fight on her behalf:
  Sweet Green Woman, Look at me!
  I am come, the Conqueror!
  None can stand before me.
  I am yours, what Dark shall I fight?
  The priestess may then order the disciple to fight any darkness being
  or force that has troubled her in the last week. If she does so, the dis-
  ciple may call upon her primary powers at her next rites.
  As one who has passed his own Lightbringer’s Quest, the Wind Lord
  must greet Lightbringer priests and disciples as friends. He must aid
  them if they request it, providing food, drink, or healing as he is able.
  Tricksters often place themselves under a disciple’s protection (and
  abuse it). The ritual greeting upon meeting another Lightbringer is:
  Good greetings in ill times, friend!
  No person can risk the world alone.
  Join others you can share with,
  They need not be like you.
  Chaos is Orlanth’s foulest foe, and can never be bargained with or ig-
  nored. Wind Lords challenge beings such as broo and walktapi (see
  
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  Anaxial’s Roster, pp. 172-187) with the following verse, even if the Chaos
  creature obviously cannot understand it:
  Foul slime, curse of existence, begone!
  Turn your back and flee from me.
  I will kill you, you are evil.
  Lie and whimper before me.
  Those that do lie at his feet and beg for their life may be spared, but
  usually are killed with no stain on the disciple’s honor. The disciple
  must be fight and slay any that defy him. He is not required to fight
  Chaos that is clearly too powerful, but must return with reinforce-
  ments to fight it as soon as possible. Many disciples treat all Lunars
  as chaotic, even those that are not personally tainted by Chaos.
  Benefits
  Wind Lords have the immense benefit of accomplishing dangerous
  tasks for their god. They are subjects of awe, admiration, and the bal-
  lads of the skalds. All Orlanthi treat them with respect, and clans are
  obligated to provide them food and shelter.
  Wind Lords may learn the affinity of any Orlanth Adventurous sub-
  cult without any time commitment, simply by paying the normal
  Hero Point cost. They must give up all membership in and magic
  gained from subcults of other Orlanth aspects.
  A new Wind Lord receives a divine companion if he does not already
  have one. This is usually either an alynx or the awakening of his
  favored sword's daimon soul. If his sword awakens, it may speak
  with the Wind Lord telepathically as long as he is holding or carry-
  ing the sword. An awakened alynx can speak, but only rarely will its
  communications be understandable by any except the Wind Lord.
  Wind Lords gain a bonus of +5 in the ritual situations described
  above. The bonus does not apply in routine encounters (such as
  when meeting a solar priest on a road). It applies only when the sit-
  uation occurs in a ritual or heroquest setting (such as when he meets
  a solar priest in the proper station of a heroquest). The narrator
  should decide if the bonus applies in a given instance.
  Storm Lords
  Orlanth Thunderous also has disciples, called Storm Lords. They are
  similar to Wind Lords, with nearly identical requirements and bene-
  fits, but with somewhat different obligations. They are more con-
  cerned with the weather, commanding the forces of storm, and de-
  fending and nurturing the earth. In Sartar, most gather at the Old
  Wind Temple.
  
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  Shared Subcults
  Discerning readers may notice some unusual subcults in this book.
  Storm Tribe is supposed to be about the cults other than Orlanth and
  Ernalda, yet we find some of their subcults in it. These shared subcults
  bridge two or more cults, and so followers of the same minor deity wor-
  ship within multiple cults. Most of these shared subcults are uncom-
  mon, and the rest are rare. They include:
  �
  Ana Gor, subcult of Esrola, Babeester Gor, Humakt, Maran, and Ty
  Kora Tek (see pg. 192). 
  �
  Drogarsi, subcult of Orlanth Adventurous and Donandar (see pg. 212).
  �
  Harst, subcult of Orlanth Allfather and Issaries (see pg. 117).
  �
  Helamakt, subcult of Orlanth Thunderous and Heler (see pg. 82).
  �
  Minlister, subcult of Ernalda and Orlanth (see pg. 222).
  �
  Nevala, subcult of Esrola and Heler (see pg. 83).
  �
  The Red Woman, subcult of Ernalda and Vinga (see pg. 175).
  �
  Redalda, subcult of Ernalda Allmother and Elmal (see pg. 228).
  �
  Rigsdal, subcult of Orlanth Allfather, Elmal, and Humakt (see pg. 230).
  �
  Skovari, subcult of Ernalda Allmother and Donandar (see pg. 213).
  These shared subcults sometimes have different membership require-
  ments. For example, both men and women can join any of the
  Donandar subcults, but the Orlanth and Ernalda versions restrict mem-
  bership by gender. In addition, some people worship Redalda or Rigsdal
  as their primary cult, not as a subcult of another deity. None of these
  differences violates the Heortlings’ sense of mythology or social order.
  The existence of shared subcults affects magic in two ways. First, devo-
  tees of a subcult often gain special feats in one or both god or aspect’s
  affinities. These feats never carry over to the other deity. Thus, devotees
  of Drogarsi within Orlanth’s cult learn the special Movement feats of
  Sing While Running and Tireless Dance. A devotee of Drogarsi within
  Donandar’s cult does not learn the Movement affinity, and may not
  use these special feats.
  Shared subcults also make movement between cults easier. Normally, a
  worshipper of Orlanth Adventurous who leaves to worship Donandar
  loses his Initiate of Orlanth ability and begins a new Initiate of Donandar
  ability at a rating of 12. However, a worshipper of Drogarsi who
  switches from Orlanth to Donandar transfers his full Initiate of Drogarsi
  ability rating, as if he had switched between aspects of Orlanth
  (Thunder Rebels, pg. 71). The worshipper also retains the subcult affin-
  
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  ity at its full ability rating. Even a devotee who knows the secret of the
  shared subcult can switch between the two deities (an exception to the
  normal rule), although he still cannot change subcults. Narrators
  might even allow the devotee to remain an initiate of the second cult,
  again in defiance of the normal rules. This mobility is one of the keys
  to the fluid nature of Heortling religion.
  Hero Cults
  A hero cult is an addition to worship of a god, not a primary focus for
  devotees and initiates. Any initiate or devotee can join a hero cult of
  their god to learn its magic. This is usually a single feat, but may be an
  affinity. Hero cults never act as subcults — worshippers cannot learn a
  secret of a hero cult as long as they remain a devotee of the main deity.
  Membership in a hero cult requires a minimal commitment of
  resources. Worshippers do not need to spend any hero points to join the
  subcult, only to learn its magic. Worship usually takes up about 10%
  of a worshipper’s time, but often requires only a special sacrifice on a
  holy day. Membership is often transient — worshippers join at need,
  then leave when they wish. Worshippers that leave a hero cult do not
  retain the hero’s magic, but face no divine retribution.
  Some hero cults can provide greater benefits to dedicated worshippers.
  This often involves joining a hero band that derives greater powers
  from the hero. Many heroes offer a secret to the rare devoted worship-
  per, but they still do not do so as a subcult of the god. To learn the
  secret, the worshipper must devote himself to the hero. For some heroes,
  this involves abandoning the main deity completely. For others, how-
  ever, the “expanded” hero cult functions as an aspect of the deity; the
  hero can thus join other subcults of the deity as described on page 67
  of Thunder Rebels under “Multiple Initiation.” In most cases, the secret
  learned is the ability to incarnate the hero (see the Otherworld Magic
  chapter of Hero Wars).
  Goddess Cults as Growth
  When Heortling men worship Orlanth, they might change aspects dur-
  ing their life, or they might not. Many men worship Orlanth Adven-
  turous as young men and then switch to Orlanth Allfather, but others
  (especially providers) worship Orlanth Allfather their entire life.
  The Ernaldan cults are different, and form more of a religious contin-
  uum. Most women naturally progress through the cults as they age or
  undergo certain biological changes. Rites for these later stages are as
  much an acknowledgement as they are a test or empowerment. A
  woman begins as a vehicle for Voria, the girl (specifically, the prepu-
  
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  Jonstown Compendium #2,997
  Umath is the First Storm, who separated earth and sky to make the
  Air Realm, and who was later punished by being chained between
  them for all eternity. After Jagrekriand chained Umath, all of his chil-
  dren treated him as if he was dead, except Orlanth. Orlanth stood atop
  the peak of his mother’s house. Kero Fin, the Mighty Mountain, is the
  place where he was born, the center of the world. All around him the
  winds raged, covering the broad land with white snow where it wanted
  to, and baring the frozen earth where it wished. On top of the moun-
  tain, Orlanth could see his ancient father, the Prisoner God, tied to
  Earth and Sky. Orlanth asked him for advice and he replied to his
  youngest and most faithful son. “I cannot move. The Triad makes the
  wind. There is One calling you: follow it. There is Another hunting you:
  avoid it. There is the Third, Unknowable, which you fear.”
  After listening to these words of wisdom, Orlanth gazed upon the
  whole of the changing horizon around him. Nine gods he saw:
  Winter King, Lord of the North, with his lover frozen for his enter-
  tainment
  Gore and Gash, one with broken legs and the other with broken
  teeth
  Fog Girl, the only thing moving upon the face of the seas 
  Iron Man, implacable, crushing the ice underfoot as he chased
  seals 
  Urox, doing the dervish dance that hurts his people 
  Drought, once again escaped from his brass jar 
  Sky Terror, knocked from the sky and now plucking among the
  ruins of Agant Faraltilion 
  Darkness Mother, the Pregnant Darkness who reclines in a cave
  Jarani, Son of Ragorn, sometimes called the Mountain Glider.
  I did this as well.
  It is always icy there. I prayed to Umath, the Grandfather, and I saw
  him far to the south, chained upon the Spike with his arms in the sky
  and his legs in the earth. He said to me, “I cannot move. The Triad
  makes the wind. There is One calling you: follow it. There is Another
  hunting you: avoid it. There is the Third, Unknowable, which you fear.”
  I looked about the horizon, but I saw only five gods:
  Zorak Zoran, whose evil son had been wounded by the Manthi 
  Stones
  Mostal, bearing Death Iron
  Bes Gezos, the son of Tyram, plucking among the ruins of Agant 
  Faraltilion
  Valind, God of Winter, whose lover was frozen for his entertain-
  ment
  Jarani, Son of Ragorn, sometimes called the Mountain Glider.
  
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  bescent girl). After menstruation, she initiates to Ernalda the Healer.
  After pregnancy, she moves on to worship Ernalda Allmother. Finally,
  after menopause, women worship Asrelia and Ty Kora Tek. Ernalda the
  Queen and Esrola form “side paths” in the religion, and this is a nor-
  mal part of the progression. Thus, many women, both married and
  unmarried, are called to worship Esrola instead of Ernalda Allmother.
  Similarly, many women feel the call of leadership as they mature, and
  become Ernalda the Queen practitioners.
  Although Asrelia and Ty Kora Tek are different goddesses, within the
  Earth Religion they function together as an aspect of Ernalda. Thus,
  when a woman reaches menopause and leaves Ernalda, she does not
  lose all of her magic. Instead, she transfers her relationship to a new
  mask of the goddess, as if she were only switching aspects (see Thunder
  Rebels, pp. 71-72).
  This progression has an additional effect. Normally, a person can only
  learn one secret during their life, and once they do so they may not
  change aspects or subcults (Thunder Rebels, pg. 71). Ernalda is an
  exception to these rules, and as long as a woman moves within the age
  progression, she may violate them. A woman may become a devotee of
  Ernalda and learn the secret of her subcult. Even if she does this as a
  young, unmarried woman, she may later give up knowledge of the
  secret when she changes aspects to Ernalda Allmother or Esrola. She
  may learn the secret of her new subcult when she is ready, and again
  may abandon use of that knowledge when she enters menopause and
  begins to worship Asrelia and Ty Kora Tek.
  These exceptions apply only within the progression. Thus, until a woman
  becomes a mother for the first time, she cannot unlearn a secret and
  move from Ernalda the Healer to Ernalda Allmother. Similarly, she may
  not change subcults within an aspect once she has learned the secret,
  since it is changing aspects, not subcults, that defines the age progres-
  sion.
  On the other hand, a woman cannot choose to ignore this progression,
  except through normal channels. In practical terms, this means join-
  ing another cult. Thus, if a woman bears a child, she naturally joins the
  Allmother or Esrola cult. If duty or goddess take a mother elsewhere,
  away from this daily task, then she must effectively abandon her child
  to perform her job. Naturally, the mother’s clan welcomes the child and
  raises it as one of their own.
  Calendar of Holy Days
  The calendars on the following six pages supplement those provided in
  Thunder Rebels (see pp. 104-117). They.include only the holy days
  described in this book.
  
  g
  6
  i
  7
  h
  1
  f
  2
  j
  3
  9
  4
  8
  5
  i
  Sea Season
  i
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  e
  A e
  A
  20
  z
  g 0
  n
  f
  G
  u
  0
  0
  NN y
  v
  g
  N
  u
  w
  j
  3
  k
  2
  d
  H 0
  p
  3
  x
  x
  
  z
  f
  u
  e
  g k
  0
  0
  v
  n
  H
  p
  u
  w
  j
  00 S
  2
  p
  6
  3
  g
  x
  x
  g
  6
  i
  7
  h
  1
  f
  2
  j
  3
  9
  4
  8
  5
  j
  Fire Season
  j
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  z
  II f
  g
  u
  ee
  k
  p
  0
  aa
  0
  v
  g
  u f
  w
  n
  j
  2
  N
  p
  g p
  3
  x
  x
  g
  6
  i
  7
  h
  1
  f
  2
  j
  3
  9
  4
  8
  5
  h
  Earth Season
  h
  A
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  A
  e  S T O R M  T R I B E
  e
  A e
  A
  22
  
  z
  g k
  f
  YY
  a
  u
  n
  0
  0
  d
  ff g
  v
  u
  w
  j
  2
  p
  3
  n
  11
  x
  p
  x
  g
  6
  i
  7
  h
  1
  f
  2
  j
  3
  9
  4
  8
  5
  g
  Darkness Season
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  z
  f
  u
  kk p
  g
  g k
  0
  g k
  g k
  g k 00 g k g k
  g k
  gg k
  v
  bb
  u
  w
  j
  jj k
  2
  n
  MM
  p
  3
  x
  n
  x
  g
  6
  i
  7
  h
  1
  f
  2
  j
  3
  9
  4
  8
  5
  f
  Storm Season
  f
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  Explanation of Runes
  u Chalana Arroy; see pp. 34-36 for de-
  scriptions.
  p Elmal; see pp. 49-50 for descriptions.
  n Heler; see pp. 78-80 for descriptions.
  0 Humakt; see pp. 92-93 for descriptions.
  p Issaries; see pp. 111-112 for descriptions.
  x Lhankor Mhy; see pp. 126-128 for de-
  scriptions.
  g Odayla; see pp. 144-147 for descriptions.
  jUrox; see pp. 57-159 for descriptions.
  z Vinga; see pg. 172 for descriptions.
  k Yinkin; see pp. 184-185 for descriptions.
  (Doubled Runes indicate high holy day).
  All Other Runes
  Minor Deities and Orlanthi Heroes.
  See pp. 196-243 for descriptions.
  9
  p
  0
  e p
  pp
  pp
  d
  8
  uu
  k
  e p k
  xx p
  g
  6
  i
  7
  h
  1
  f
  2
  j
  3
  9
  4
  8
  5
  b
  Sacred Time
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  Divine Companions
  Worshippers who please their gods through acts and sacrifices, or who
  perform specific heroquests or ask for special gifts, may be granted a
  divine companion — a daimon that provides advice and magical aid
  to its “owner.”
  As with all daimones, divine companions must inhabit a material body
  in the Inner World. This is usually an item or animal significant to the
  god (see below). The body ties the companion to the mortal world — if
  it is killed or destroyed, the companion returns to the God World.
  Lengthy heroquests are usually required to regain the companion, if it
  is possible at all.
  There are no set rules to determine how or when a god grants a com-
  panion to a follower. As a rough rule of thumb, a hero with Devotee of
  [God] 10W2, who has performed great deeds in the god’s name or per-
  formed specific heroquests, is off to a good start. Disciples of a god
  always have the blessing of a divine companion. Beyond that, gener-
  ally only devotees receive divine companions, although the occasional
  dedicated initiates might be so blessed. Many devotees never gain one,
  others receive theirs on the day they are ordained. Major gods of course
  grant them more often than do minor gods, but even so they are more
  common among worshippers of some gods (such as Humakt) than of
  others (such as Eurmal).
  Rules for Divine Companions
  The divine companion may be a follower or ally at the whim of the
  god (and the narrator). The player should record the relationship of
  Divine Companion 12 on their character sheet. The ability rating can
  increase normally.
  The companion acts as a follower for the hero, with its abilities tied
  to the body it inhabits. It can speak to the hero with either true
  speech or a form of telepathy; either way, only the hero can under-
  stand it. The companion has natural ties to the affinities of its par-
  ent, so that it may use magic as if it is an initiate, usually at a rating
  of 10W2 (see Anaxial’s Roster, page 190, for details).
  The body that the companion inhabits is empowered by its divinity,
  and gains special powers. An animal might have one or two abilities
  raised a full mastery each, a sword might never break, and a basket
  might hold more than its physical dimensions should allow. The
  player and the narrator should work together to determine a divine
  companion’s specific powers; pages 13 and 16 of Anaxial’s Roster
  may help.
  
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  Sample Divine Companions
  The listing provided here gives sample forms that a divine companion
  might take. We provide this information only for the gods who receive
  long write-ups in this book. Narrators must decide what forms are
  appropriate for a divine companion provided by a minor god.
  The listing gives the most common forms for a deity, but are not exclu-
  sive. Any form appropriate to the deity and its myths is possible. In the
  case of Orlanth and Ernalda, the divine companion may come from an
  aspect or subcult deity, for example, and so might take a different form.
  Thus, a crowned pigeon might come from Bevara (Thunder Rebels, pg.
  194), and a divine companion sent by Hedkoranth (Thunder Rebels,
  pg. 240) might inhabit a sling stone, thunderstone, or tortoise instead
  of a sword, spear, shield, or hawk.
  Chalana Arroy
  Healing Kit, Dove, Butterfly
  Elmal
  Spear, Shield, Hawk, Stallion
  Eurmal
  Spider, Hare, Raven, Fox, Coyote, Fish
  Ernalda
  Basket, Rug, Cow, Sow
  Allmother
  Pot
  Healer
  Medicinal Plant
  Queen
  Crown, Torc
  Esrola
  Subcult animal, Basket woven with subcult grain
  Heler
  Sheep, Ram Horn, Spear
  Humakt
  Sword; rarely a Raven or Wolf
  Issaries
  Mule, Pot, Staff, Shop
  Lhankor Mhy
  Quill Pen, Scroll, Owl
  Odayla
  Bow
  Orlanth
  Spear; rarely a Wind
  Adventurous
  Alynx, Sword
  Allfather
  Basket, Torc, Ring
  Thunderous
  Shield, Hawk, Weapon
  Urox
  Horned Helmet, Bull
  Vinga
  Spear, Javelin
  Yinkin
  Alynx
  
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  Unusual Occupations
  Most Heortlings belong to one of the “Eighteen Professions” (see Thun-
  der Rebels, pg. 39). A rare few follow an unusual occupation, usually
  because they worship an unusual god.
  Basic Occupations
  S c r i b e
  Scribes make their living from the written word. Literacy itself is rare
  among the Heortlings, and few scribes make a living outside the
  Lhankor Mhy cult. Scribes live and work in the cities, not among the
  clans. Independent scribes have a Minimal living standard, as there is
  little call for their services. Almost all scribes belong, or once belonged,
  to the cult of Lhankor Mhy. With the Lunar influx, a few have joined
  one of the Lunar or Dara Happan cults.
  Physical Abilities: Craft Writing Supplies, Sketch.
  Mental Abilities: Read Heortling, Write Heortling.
  Personality: Meticulous; Studious, Supercilious, or Obsequious.
  Relationships: to Temple, to Clan, or to City.
  Magic: Lhankor Mhy or any.
  Living Standard: Minimal (independent scribe) or Common (Lhankor 
  Mhy scribe).
  Wergild: Cottar.
  Equipment: Dagger; parchment, pens, inks, writing board; small house in
  city with miniscule herb garden.
  Disadvantages: Scribes of the Lhankor Mhy cult must follow cult rules as
  detailed on pg. 130. Independent scribes are viewed either as cast-outs
  from the Lhankor Mhy cult or as Lunar sympathizers.
  S m i t h
  All clans support a smith, who makes and repairs metal tools and
  weapons. The primary metal used by the Heortlings is bronze, which
  comes from the bones of slain gods. Other important metals are iron,
  copper, and tin, but few smiths know how to work these metals, espe-
  cially iron, which is rare. Most smiths belong to the cult of Gustbran,
  but some cults maintain their own smiths (see Inginew Redsmith, pg.
  103). Heortling smiths are often called Bonesmith or Redsmith (from
  the color of bronze).
  
  Physical Abilities: Ignore Burn, Strong.
  Mental Abilities: Evaluate Metal, Find Metal Ore, Work Bronze.
  Personality: Patient or Violent.
  Relationships: To patron (usually a clan chieftain, tribal king, or cult tem-
  ple).
  Magic: Gustbran or Humakt (Inginew Redson).
  Living Standard: Common.
  Wergild: Cottar; cult-supported smiths and the rare blacksmith are usu-
  ally carls.
  Equipment: Metalworking tools, half-finished tools and weapons; small
  house with a forge; an apprentice follower.
  Disadvantages: Smiths work for the good of their patron. They may have
  time to work on their own projects, but are more often at the disposal
  of their patron.
  Advanced Occupations
  Clan or Tribal Council MMember 
  Members of a clan or tribe’s inner ring are politicians, volunteers who
  work for the common good. They usually have another full-time occu-
  pation, and most are priests, weaponthanes, or the like. Heortling pol-
  itics rely upon cooperation, since the posts can be elective (although
  usually it is appointed).
  Entry Requirements: Be a solid citizen of the clan (as indicated by an ap-
  propriate ability at 10W or more) and be selected by the chieftain or
  elected by others (relationship to Clan or Tribe at 1W or more).
  Physical Abilities: None.
  Mental Abilities: Clan Law, Inspire Clan.
  Relationships: to Clan or Tribe.
  Personality: Any.
  Living Standard: Prosperous.
  Wergild: Thane (unless already a noble).
  Equipment: Expensive weapons and equipment, horses; stead and a fam-
  ily of cottars to work it.
  Benefits: Respect of the clan or tribe; political influence in clan or tribal
  affairs; increased wealth while in office.
  Disadvantages: No personal time; huge social responsibility; jealousy of
  others.
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  6
  Ritual Enemies
  6
  In modern times, most ritual enemies are petty beings. However, they
  are petty because they have no worshippers, not because they are
  weak or insignificant. Most appear in specific myths, ceremonies, and
  initiations, and sometimes even as the agent of reprisal that punishes
  wrongdoers. A few are actively worshipped by enemies, but most are
  unknown outside of the Heortling deity’s myths.
  Even without worship, however, these entities appear when roused.
  This may happen for any of several reasons. Sometimes an entity may
  appear at a scheduled event, such as the appearance of Malia’s spir-
  its on Chalana Arroy holy days. These entities may accompany tradi-
  tional foes even if the foes do not worship them. For example, Hed-
  koranth’s foes Venebain, Golagolar, and Sevsalsal often accompany
  or precede the Dara Happans). Some entities, such as Urain, simply
  appear without warning or apparent cause. Occasionally, a group of
  Heortlings or their enemies may generate enough hatred and anger
  to empower an entity. Any of these causes generate a reaction in the
  Otherworld that awakens the entity, which appears as a foe or a mes-
  sage, depending on the entity and Heortling deity involved.
  When a ritual enemy appears, it is recognizable to any worshipper of
  the appropriate cult, who can easily defeat it if they follow the correct
  procedures. The defender simply performs a ceremony that reenacts
  the original victory, and so overcomes the invader. If the ceremony is
  not done properly, if the entity is empowered by living foes, or if it is
  met out of the normal context (such as when heroquesting), it may be
  more difficult to defeat.
  In general, these entities do not appear as the specific enemies of any
  other cults; they are limited to their specific mythological foes.
  Contact with other cultures throughout the centuries has revealed cor-
  respondences between ritual enemies and the deities and spirits of
  other pantheons. Eventually, the Heortlings noticed patterns to the
  appearance of these enemies. For example, whenever worshippers of
  Shargash or Yelm attack in force Venebain comes first, but when wor-
  shippers of Urvairinus come Golagolar precedes them.
  This knowledge has spread throughout the centuries, and some peo-
  ple are unscrupulous enough to manipulate it. For centuries, Dara
  Happans have made special sacrifices to Hedkoranth’s foes, who are
  not part of the Yelm Pantheon. These sacrifices nonetheless strengthen
  the deities, and sometimes can hold them back so that they act as
  allies rather than harbingers. The Lunar Empire is trying to reduce
  these even further so that they are just masks, mere disguises for
  Shargash, Yelm, and Urvairinus.
  
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  u
  Chalana Arroy
  Goddess of Healing
  Her touch heals all, Lightbringers’ white lady, 
  No hurt can withstand her soft ministrations,
  She healed our chieftain when pain made him mad.
  She healed the world, made life come again.
  Chalana Arroy is the greatest healing goddess in Glorantha, perhaps
  even the source of all healing. She is dedicated to nonviolence and to
  helping anyone who needs her assistance. No worshipper may bear or
  use any weapon, tool, or magic intended to harm others, nor may they
  participate in any harmful activity. During the Darkness, Chalana
  Arroy joined the Lightbringers and opened the way to the Land of the
  Dead. She restored life to Orlanth and the other gods and goddesses,
  and so to the world.
  Mythology of Chalana Arroy
  Chalana Arroy is an ancient goddess who bears the Life Force that is
  the power of Creation and Making. At first she was just one of many
  beings that spread this bountiful blessing without hesitation, resistance
  or opposition of any sort. Her fellow beings, though, were destroyed,
  maimed, left behind, or turned into other things. She alone maintained
  her primal powers.
  Chalana Arroy is the daughter of Glorantha. No one knows who her
  father was. Even in early myths she is the same, already showing the
  depths of her character. Noted for her kindness and purity, she aided
  Orlanth, Issaries, Yelm, Humakt, Ernalda, and others in tales. One or
  all of these gods fathered her son, Arroin, beloved by all the world.
  In the War of the Gods, Chalana Arroy made many efforts to heal the
  wounded, and learned the secrets of many gods’ innards and powers.
  Everyone wished her to their sides, especially as things grew worse and
  worse, but she never committed herself and never took an active side in
  any fight.
  
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  When the Darkness came and Chaos
  annihilated the Gloranthan Court,
  Chalana Arroy met with her son in
  the center of the world. There they
  found a being they could not heal,
  for it was a dead god. Chalana Arroy
  decided that her inaction no longer
  worked, though her son urged her to
  keep her purity for the sake of the
  cosmos. Flesh Man came while they
  debated, witless from seeing the end
  of the world even before it occurred.
  Arroin used his powers and almost
  healed the fugitive, but Flesh Man
  fled before he could finish.
  Chalana Arroy decided to act at that 
  moment. She left behind her son and 
  followed Flesh Man to search for the 
  Wound in the Cosmos so that she could heal it. She later met Orlanth
  and others and became one of the Lightbringers.
  In the resurrected world, many things were changed. The secret of
  Chalana Arroy’s success was her decision to act, but once her decision
  was made she always fell back upon her inner nature to find victory
  through her magics. On the Lightbringers Quest she neither raised
  arms nor made decisions, and in the new world she was again non-vio-
  lent, although she controlled great magics.
  Chalana Arroy is Life, more specifically healthy life and the power of
  healing. Every healing, curing, and return to health is a manifestation
  of her power. The aletha flower is one of her manifestations, for it first
  grew where she rested after returning from the Lightbringers Quest.
  P Healers as Heroes
  Chalana Arroy healers do not accompany adventuring parties on
  simple looting expeditions (and perform divinations to be sure of the
  motives). In line with their Lightbringer roots, however, healers do go
  on rescue missions and aid friends against foes or Chaos. They usu-
  ally walk in the center of any party, distinctively garbed so that all
  know who they are. Anyone against whom they use their magic is
  under their protection, unless they later attack the party or the healer.
  For their services, healers of the cult expect to receive all treasures that
  might aid their healing.
  Chalana Arroy
  
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  The Heortlings depict Chalana Arroy as a tall lithe woman, gentle and
  serene, dressed entirely in white. Her arms are often open in a gesture
  of friendship and her hands are flexed into gestures for healing feats.
  Worshippers sometimes represent her as a dove or butterfly.
  Otherworld H 
  Home and Life A 
  After Death
  Chalana Arroy lives in the Hall of Healing in the Storm Village in the
  Storm Realm. From the Hall of Healing initiates may exit to the Green
  Age, Stagnant Age, Umath’s Age, Storm Tribe Age, Vingkotling Age, or
  Chaos Age. After death, worshippers help her heal the wounds of the
  cosmos before returning to the inner world as nehalings (see pg. 44).
  Healing plants commonly grow over the graves of powerful healers, so
  temple gardens usually serve as cult graveyards.
  Nature of tthe Cult
  Chalana Arroy is the selfless healer who heals all those who seek her
  aid, even if they are not kin. Her worship will continue until she has
  healed everything. Dedicated healers of all types worship her.
  Chalana Arroy’s worship prohibits any form of violence, even in self-
  defense. The worship of such a non-violent deity is a luxury that few
  people can afford. Not many wish to throw themselves at the mercy of
  the world when times are troubled. Thus, her worship is restricted to the
  most devout healers.
  The cult abhors all violence, death, and bloodshed. Members are strict
  vegetarians, and never use products taken from slain animals. They do
  not even allow mercy killing for people with incurable wounds or dis-
  ease: when it comes to a choice between suffering and death, they al-
  ways choose to allow suffering.
  The cult tries to avoid favoritism (even for her fellow Lightbringers),
  promising to heal any that need it. In practice, individual healers are
  left to make their own decisions about who gets precedence in healing,
  who is healed using magic, and so forth. Human nature and cultural
  values often affect these decisions, of course.
  The theory behind this policy is simple and innocent. The healers treat
  everyone with peace to inspire everyone else to treat them peacefully.
  “Violence begets violence; Peace begets peace” is the cult’s central doc-
  trine. Many Heortlings consider this attitude naive, for there are those
  who have proved again and again that they hold this attitude in con-
  tempt. Broos or trolls want nothing of Chalana Arroy’s healing, and
  regularly make targets of her healers in order to cripple their oppo-
  nents. Thus, many healers are often afraid near Chaos or Uz.
  
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  Attitudes and Relationships
  All members of the Storm Tribe Pantheon revere Chalana Arroy as the
  Great Healer. Even members of most neighboring pantheons (such as
  the Earth Pantheon of Esrolia, the Praxian Tradition, and the Celestial
  and Lunar Pantheons of Peloria) treat her in the same manner.
  Cults of death or violence are enemies. Malia, the Mother of Disease, is
  a particular enemy. Humakt’s worshippers are often excessive in their
  use of death, and there is sometimes animosity between the cults, espe-
  cially with the Sisters of Mercy subcult. Urox is also excessively violent,
  but his worshippers and Chalana Arroy’s have an ancient relationship
  that allows them to co-exist peacefully most of the time.
  Mode of W 
  Worship and Sacrifices
  Chalana Arroy receives collateral worship at all Lightbringer cere-
  monies. Every god-talker knows the proper rites to worship Chalana
  Arroy when illness strikes the clan. The arrival of a healer is the most
  likely result of divine aid — Chalana Arroy instructs her healers to
  attend to problems, rather than simply banishing the disease herself.
  Chalana Arroy ceremonies are peaceful. Worshippers sing soothing
  songs and perform healing dances. During ceremonies, worshippers
  travel to the Hall of Healing, where they purge the fear, anger, and other
  negative emotions they have accumulated over the past season.
  Chalana Arroy accepts sacrifices of flowers, sweet foods, and the parts
  of medicinal plants and herbs not used in magic. Any sacrifice of blood
  or animals to Chalana Arroy is utterly repugnant, although she does
  not object to such sacrifices being made to other gods.
  Holy D 
  Days
  Hospitals and shrines hold celebrations every week on Wild Day. These
  minor ceremonies remind Heortlings of the pervasive power of mercy
  and healing.
  Each Wild Day of Fertility Week is a holy day. All worshippers attend
  the ceremonies and the healers and god-talkers conduct ceremonies
  and engage in ritual healing. The attendant rites involve healers from
  across many clans and tribes. This is necessary, as the widely scattered
  worshippers must gather at shrines to give their rituals strength.
  Each holy day is dedicated to one aspect of the patient’s health. These
  gatherings allow healers to perform more potent healing than normal.
  All feats related to the indicated type of healing are easier to perform
  on these days (use the bonuses for auspicious and holy days provided
  in the Advanced Magic chapter of Hero Wars).
  
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  u Mind Healing Day
  Wild Day, Fertility Week, Sea Season 
  The rituals of this day are cerebral in nature. The priests and healers
  make sacrifices to hold away the spirits of Brain Fever and madness.
  The collected sacred might cures patients afflicted by these diseases or
  possessed by spirits. The mad and mentally damaged are ministered to
  on this day. Heler and his gentle rains help soothe the healers and
  those in need.
  u Soul H 
  Healing Day
  Wild Day, Fertility Week, Fire Season 
  Chalana Arroy’s protection is often the only bulwark between survival
  and spiritual annihilation. The rituals of this day pit her might against
  diseases such as Soul Waste and the spirits of the Soul Devourer.
  Worshippers praise Elmal’s radiant power and reenact the stories that
  celebrate Chalana’s journey from the Fire Tribe. Souls are cleansed and
  lightened as the myths unfold.
  u Body H 
  Healing Day
  Wild Day, Fertility Week, Earth Season 
  The Earth has great healing powers and the body is often associated
  with it. When the worshippers gather, those who have lost limbs or
  been terribly scarred are cured of their affliction. Earth Season follows
  on the end of the time of raiding so many warriors who have been
  maimed during the year pledge to help the Great Healer in thanks for
  her blessing and mercy. Among the clans, those who serve Ernalda the
  Healer participate in the rituals, reaffirming the bonds between Chal-
  ana Arroy and the nurturing Earth.
  p
  Payment for Healing
  p
  Healers never ask for payment, but custom states that anyone saved
  from disease, poison, maiming, or death should immediately give the
  healer’s temple half of his available wealth and one-tenth of every-
  thing he earns for the next year. This payment goes to the nearest
  temple on behalf of a wild healer. Most Heortling cults enforce this
  custom among their worshippers, and anyone benefiting from the
  cult’s services who does not pay might also bring down the wrath of
  the gods on his clan.
  
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  u Fertility Healing Day
  Wild Day, Fertility Week, Darkness Season 
  On this day, Chalana Arroy and her worshippers gather to heal those
  who have lost their link to the cycles of life. In the rituals, worshippers
  appease the forces of darkness and reap the rewards of mercy. The story
  of Xiola Umbar and Chalana Arroy is re-enacted, with the two healing
  the great demon Urgarndar, turning Not Being into Being. Ernalda
  Allmother and Orlanth Allfather receive worship on this day as the
  sources of Life.
  u Poison H 
  Healing Day
  Wild Day, Fertility Week, Storm Season 
  The only time that Chalana Arroy has ever fought was to save Kolat when
  Sevsalsal infected his breath with poison. The demon was defeated and
  driven away, although he later returned and was slain by Hedkoranth.
  The ceremonies protect against poison winds, earths, waters, plants, and
  animals. Worshippers of Hedkoranth participate in these ceremonies,
  since they help to keep their god’s great foe weak.
  u u Secret H 
  Healing Day (Resurrection Day)
  Freeze Day, Fate Week, Sacred Time 
  Chalana Arroy’s high holy day is also called Resurrection Day. It is the
  climax of two weeks of ritual and ceremony for the healers, and com-
  memorates Chalana Arroy’s resurrection of Orlanth in the Underworld.
  This victory of Life over Death was the final barrier the Lightbringers
  had to pass to succeed in their quest. The rites on this day begin a week-
  long celebration during which worshippers use this spark of healing to
  resurrect and heal the rest of the world after the Lightbringers’ Return.
  Organization
  Most clans find Ernalda the Healer sufficient for their needs, and do not
  support a devotee or priest of Chalana Arroy.
  Temples to Chalana Arroy are few, and found only in special holy or
  traditional spots. Shrines stand in all Heortling cites. Some shrines sit
  in the wilderness or rural lands, tended by a lone worshipper and sup-
  ported by grateful locals. Some large cities have a full hospital-temple,
  but most hold only small temples. Many shrines are the only place par-
  ticular feats can be learned. Healers often travel from temple to temple.
  Chalana Arroy’s temples have only a loose organization. A chief priest
  or high healer runs each temple. A body of healers serves her, each of
  which is in charge of several initiates. Each ward of large hospital-tem-
  
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  ples specializes in a particular malady (wounds, disease, poison, etc.).
  Wandering healers of the Ferace subcult report to various temples but
  owe loyalty to none.
  Each temple runs itself, with no central authority. The largest temple in
  Sartar is the House of Peace, in Jonstown. The Grand Hospital in Ketha-
  ela is a major center of power. This simply means that one can be sure
  healers are available who know all the spells and skills.
  Membership Requirements
  The few worshippers that live with their clan are exempt from attend-
  ing the clan fyrd as warriors, but they must attend to help heal the
  injured. Such clan members are often kept isolated far behind the battle
  line so that their requirement to heal anyone in need does not come into
  play (i.e., so that they do not heal the enemy’s warriors).
  Initiate
  Anyone with a sincere wish to heal may join the cult, creatures of
  Chaos excepted (although the legendary Wild Healer of the Rockwood
  Mountains [a broo] proves that exceptions exist). Men and women are
  equally welcome, although in practice most members are female.
  Initiation to Chalana Arroy includes a visit the Spike in the Green Age,
  where they see the world as it was before Pain and Death. They feel the
  pain of the first death, and the struggle to heal those injured by it. This
  struggle leads her to join the Lightbringer’s Quest, where Chalana Arroy
  discovered the way to reverse Death. They return from Hell and return
  the Breath of Life to the world.
  Initiates take an oath to aid all within the limits of their ability and
  never to harm a living creature. They must be vegetarians (although
  most drink milk and eat cheese). Many voluntarily eschew using any
  products that require the shedding of blood to obtain, and thus wear no
  leather or furs, use no gut strings, etc. Sheared wool is acceptable, as
  are milk, cheese, and similar products harvested without bloodshed.
  V
  Uniforms
  V
  Chalana Arroy healers wear simple and distinctive clothing to set
  themselves off from the world. This uniform consists of a white shirt
  or blouse with a sash over the right shoulder. The sash is usually white
  with a band of color that marks the particular subcult to which the
  devotee belongs: orange (Ferace), brown (Natyrsa), green (Pranjala), or
  purple (Sisters of Mercy). High healers lack this band of color.
  
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  Initiates must spend at least 30% of their time in healing or spreading
  peace under the direction of a devotee or disciple of the cult. Most ini-
  tiates attend the city temples; a rare few attend the wandering devotees
  of the Ferace subcult.
  The initiate may not learn any Close Combat or Ranged Combat ability;
  if they already know any they are expected to buy them down over time,
  as if they were flaws. Failure to do so is a sign of impiety. The initiate
  may never use any physical or magical ability that might harm the world
  or its inhabitants. Doing so incurs Chalana Arroy’s wrath and the loss
  of healing power. Heroes who switch cults to Chalana Arroy need not
  immediately buy down their combat abilities, which remain on their
  character sheets as temptations until bought down to 12 and removed.
  Most Heortlings will protect the life of a Chalana Arroy healer even at
  the cost of their own. The killing of a Chalana Arroy worshipper is a
  capital crime in Heortling society. People placed under the protection of
  a healer are likewise inviolate. Anyone attacking a healer or a creature
  under her care becomes the target of banumbrolings (see Thunder
  Rebels, pg. 85), as well as the clansmen around them.
  An initiate receives healing at her own temple with any magic avail-
  able. If she is slain, the temple will make every effort to bring her back.
  She receives room and board at any Chalana Arroy temple. Most
  Heortlings welcome Chalana Arroy healers. The goddess’ strict neutral-
  ity subjects her worshippers to suspicion, however, since they are obli-
  gated to heal anyone, even enemies. They must foreswear all violence
  and bloodshed, and try to convince others to do so as well, which can
  make it difficult for clans to deal properly with enemies.
  A worshipper of Chalana Arroy created using the Hero Wars rules be-
  longs to the Pranjala subcult by Default.
  Magic Keyword
  Physical Abilities: Chirurgery, Restrain Patient.
  Mental Abilities: Brew Healing Potion, Find Healing Materials, Mythology
  of Chalana Arroy, Mythology of the Lightbringers, Sing, Treat Disease,
  Treat Poison.
  Virtues: Calm, Impartial, Merciful, Pacifist.
  Affinities: u Calm Fear, u Heal Wounds.
  Devotee
  Ideally, a devotee should sever ties with her family and clan to ensure
  impartiality. However, no rite guarantees this. The cult encourages
  devotees to give up all relationship abilities other than those with their
  temple, but acknowledges that this is difficult for most people.
  
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  Devotees of Chalana Arroy have the same benefits and disadvantages
  as initiates. The Chalana Arroy healer is inviolate in the eyes of most
  people. Anyone harming a healer is outlawed. Healers are always wel-
  come at feasts and festivals. Many Heortling temples set aside a
  Healer’s Room, reserved for any wandering healer who needs a place to
  stay. Healers are loved by the poor and helpless.
  Affinities and Feats: 
  u Calm Fear (Comforting Song, Quiet Everyone, Sleep, Stop Berserk Rage,
  Stop Panic) 
  u Heal Wounds (Heal Chaos Wound, Heal Dying [5W], Heal Injury [15],
  Heal Poisoned Wound, Regenerate Damage Fully [10W], Regrow Sev-
  ered Limb, Stop Bleeding)
  Priest
  Priests of Chalana Arroy are in charge of the hospital-temple in smaller
  cities, or of a ward in a larger hospital-temple. Temples appoint priests
  based on their faith and relation to the rest of the temple. Thus, a priest
  should have a rating of 10W or greater in Devotee of Chalana Arroy,
  Mythology of Chalana Arroy, and Relationship to [Temple].
  Priests may not marry, and must divorce their spouse if they have one.
  They must sever all relationships except the one to the temple. They
  must obey the Chief Priest of the temple. Most small temples have only
  one priest, but if there are multiple priests then the one who has been
  a priest the longest is the chief priest.
  High Healer (Disciple)
  Disciples are called High Healers or White Women. Only the largest
  hospital-temples can support even one high healer. Most disciples
  choose to be wandering healers in emulation of Ferace, although not
  all belong to his subcult before becoming high healers.
  A candidate must know her three affinities to 1W2, three other healing
  abilities at 1W2 or more, one Virtue to 1W2, and the secret of her sub-
  cult. She must have spent the necessary hero points to completely elim-
  inate her knowledge of Close Combat and Ranged Combat. Finally, she
  must never have slain another person, even before joining Chalana
  Arroy.
  A high healer must be impartial in her healing — she may never show
  any favoritism in how she heals. They must heal the most seriously
  injured first, even if the patient is a follower of a Death cult or a mem-
  ber of an enemy people. In return, she gains all of the standard bene-
  fits of being a disciple.
  
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  Subcults of Chalana Arroy
  ut A 
  A r r o i n
  Arroin is a son of Chalana Arroy, begotten by one or more of the many
  gods who guarded her during the Gods War. Originally a powerful
  healer, many Chaos gods attacked Arroin. The most devastating attack
  came from Grenfalur the Eater, who ate Arroin’s magic, leaving him
  almost dead. He fled to the Center World to await the return of his
  mother. There he sought refuge with the Aldryami, becoming one of
  their Protectors during the Great Winter. He found plants, minerals,
  and waters with healing properties; learned how to set bones and stitch
  wounds; and discovered how to treat poison and ease the ravages of
  disease with herbal remedies. He developed those skills to replace his
  magic, and greeted his mother when she returned at the Dawn.
  No worshipper of Chalana Arroy dedicates herself solely to Arroin. All
  worshippers learn his abilities, and so can always heal as he did, no
  matter where in the worlds they may find themselves.
  uu Ferace the W 
  Wild HHealer
  Ferace is a goddess of healing who cannot stay in a dwelling once she
  has healed the inhabitants. Her followers travel from place to place,
  healing anyone and anything that they meet. Followers may stay at a
  hospital-temple only long enough to learn new abilities, affinities, and
  feats, then must move on. Some devotees have a standard route they
  follow; others go where their heart or the goddess leads them.
  Initiates in the subcult must attend a devotee rather than wandering
  the world alone and unsupervised.
  Physical Abilities: Walk Long Distance.
  Mental Abilities: Find Path, Well-traveled.
  Virtues: Friendly, Wanderlust.
  Affinities:
  2 Travel Safely (Fade from View, Leap Away from Blow, Refreshing Rest,
  Run from Danger, Tireless Gait) 
  u Calm Fear Feats: Calm Predator, Reassure Stranger.
  Secret: Don’t Hurt Me (Automatically succeed at a single final action during
  any contest in which the hero is attempting to avoid an attack, even
  if she normally would not be allowed a final action. The attack must
  come from a being on whom she has successfully used any affinity.)
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  uv N 
  Natyrsa Chaos Foe
  Like many healing goddesses, Natyrsa cared for all that came to her.
  When the Great Darkness came, however, she found that she could not
  heal Chaos. When the Void tore a being from the world before her eyes
  and disintegrated it, Natyrsa put aside her passivity. She realized that
  Chaos is not a part of the world, and thus not part of Life. As such, it
  can and should be destroyed.
  Natyrsa’s worshippers cannot fight Chaos directly because of their vows.
  However, they will use magic on Chaos entities and then let others slay
  them. Because of this, Uroxi and other Chaos fighters prefer Natyrsa’s
  healers to others.
  Membership Requirements: The healer must be willing to fight Chaos
  while maintaining the cult dictates of non-violence. Because of their
  lack of objectivity, they often have trouble with more traditional heal-
  ers’ passive nature and acceptance (as they see it) of Chaos.
  Physical Abilities: Dodge Chaos attack.
  Mental Abilities: Recognize Chaos Foe.
  Virtues: Brave.
  Affinities: 
  u Cure Chaos (Abort Broo Larvae, Detect Chaos, Exorcise Chaos Spirit,
  Heal Gorp Burn, Resist Chaos Magic) 
  u Calm Fear Feats: Alleviate Madness, Stop Chaos Panic.
  Secret: Heal All Chaos ritual (The worshipper can completely cure any
  living thing wounded by Chaos. The resistance is equal to the ability
  rating used by the Chaos entity in the attack that caused the damage.
  If the victim took multiple wounds, the resistance is the highest of the
  ability ratings used. If the healer is victorious, all damage from Chaos
  wounds disappears. If the healer suffers a defeat, the patient’s wounds
  worsen and the patient’s chance of receiving a Chaos taint increases.
  Even if the patient dies, however, Natyrsa's magic ensures that the re-
  mains do not spawn any Chaos entity.)
  Worshippers: Natyrsa’s followers are less passive than are members of
  other subcults.
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  ux P r a n j a l a
  Pranjala is the mistress of defeating illness, whether it attacks the body,
  soul, or mind, and regardless of its Otherworld origin. When Malia be-
  came evil, a part of her revolted and pulled itself free. The evil portion
  tried to infect her twin with every known and unknown disease. Pran-
  jala underwent the Hundred Trials, facing each disease in turn and de-
  feating it. She could not heal Malia, for doing so would have destroyed
  her. Pranjala was the power of healing, not harming, and so she sought
  refuge instead with Chalana Arroy.
  Devotees learn feats by lying on Pranjala’s Sickbed and being infected
  by disease. As Pranjala did, the devotee fights the disease, overpower-
  ing it and learning the secret of defeating it.
  Physical Abilities: Resist Disease.
  Mental Abilities: Sense Disease Spirit.
  Affinities: 
  u Cure Disease (Fight Disease Spirit, Fight Illness Daimon, Fight Unhealthy
  Essence, See Source of Disease, Stop [Disease])
  u Heal Wound Feats: Prevent Infection.
  Secret: Restore Disease-Ravaged Body ritual (The hero can take a per-
  son whose body has suffered from the effects of disease to Pranjala’s
  Sickbed after the source of the disease [spirit, daimon, etc.] has been
  removed. There, the victim lies down and the worshipper purges their
  body of the effects of the disease. The resistance is equal to the total
  number of ability points lost to disease. If the healer is victorious, the
  magic restores all lost ability points. If the healer suffers a complete
  defeat, the patient loses additional points equal to the healer’s nega-
  tive AP total, divided among all affected abilities. This can kill the vic-
  tim; even if this occurs, the healer will not contract the disease.)
  uw The Sisters of M 
  Mercy
  This sisterhood of goddesses are Chalana Arroy’s daughters, adopted or
  otherwise. Malamse, Oronio, and Amprefesne are the three holy Sisters
  most often invoked. Their worship stems from the time of the Empire of
  the Wyrm’s Friends, and is found in southern Peloria and Maniria.
  Each of the sisters controls a family of nehaling (healing daimones),
  which worshippers summon to combat a particular injury or illness.
  Malamse’s daimones combat injuries of the body, Oronio’s heal injuries
  of the mind, and Amprefesne controls daimones that combat illness.
  x
  
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  t
  Resurrection in Glorantha
  t
  Death is common in Glorantha, for danger is everywhere: enemies,
  disease, poison, and accidents all take their toll. Chalana Arroy pro-
  vides the way to reverse the separation of soul and body, restoring life
  to the dead. Her ability to do this is limited, however, and is much less
  common than most people believe.
  Before a devotee of the Sisters of Mercy can restore life to a body, the
  healers must reverse the damage that caused death. Normal magic
  can accomplish this, but its use on a corpse is subject to a -10 penalty,
  since Chalana Arroy’s magic is intended for the living, not the dead.
  The devotee must then travel to the Underworld to recover the soul. A
  Sister of Mercy must reach the soul of the patient before it reaches
  Havan Vor and convince it to return to life. This is the most difficult
  part of the quest, for the dead naturally belong in the Underworld,
  and so resist a return to life. If the healer is victorious over the forces
  of death, she returns the soul of the patient to his body.
  0
  The Relife Sickness
  0
  Many people who return have the Relife Sickness. They are alive but
  listless, some part of them perhaps remaining dead after all. Many
  join Humakt, even if they had no inclination to do so before. Devotees
  who know the secret of their god are sustained by their experiences,
  and rarely have this problem. Persons raised by the Sisters have less
  Relife Sickness than those resurrected by other means. The famous
  rebel hero Asborn Fourborn was widely acclaimed because he did not
  suffer from the Relife Sickness despite being resurrected several times.
  Some few people return with an opposite effect to the Relife Sickness.
  Instead of acting as if they are still dead, they gain an almost unnat-
  ural respect for life. They find themselves incapable of harming other
  beings, even if they were bloodthirsty warriors before. Such individu-
  als usually dedicate themselves to Chalana Arroy.
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  Divine Aid and Resurrecttion
  6
  Divine aid can resurrect a person any time by narrator fiat. Desperate
  heroes might try to call on their deity at the moment after death to
  avoid the fatal result. Narrators might offer them a chance for success
  if they are successful at two things.
  First, the player must convince the narrator that his hero’s deity could
  intervene. Then, he should convince the narrator of the great deed
  (i.e., plot hook) that his hero will undertake in return for this extraor-
  dinary divine aid. If the narrator thinks it will be good for the story,
  she should allow it.
  
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  Affinities: 
  o Otherworld Healing (Banish Disease Daimon, Command Healing Spir-
  it, Command Nehaling, Heal Daimon, Summon [Nehaling] ritual) 
  u Heal Wound Feats: Restore Health, Restore Strength.
  Secret: Resurrect Other ritual (Otherworld magic. The worshipper must
  travel to the Underworld to bring back the soul of the person they are
  trying to resurrect. The quest is part of the Lightbringers Quest, and is
  very difficult. If the healer fails, the person immediately goes to the
  afterlife, even if the full seven days have not elapsed since death.)
  Divine Retribution
  Chalana Arroy does not act against worshippers that violate cult
  tenets, who instead simply lose the support of the goddess. They have
  virtually no resistance to disease and nearly no power to heal them-
  selves. If they try to help others, it results in harm as often as good. In
  game terms, they suffer a penalty of -5 to -20, depending on their
  infraction. In the extreme case where a worshipper of Chalana Arroy
  slays another living being, they lose all magic from the goddess and
  suffer attacks from the pantheon agents of reprisal.
  Persons trying to use magic to heal those shunned by Chalana Arroy
  always fail, although mundane abilities are not affected.
  Nehaling (Healing Daimon)
  Ages: All.
  Distribution: Worldwide.
  Habitat: God World (most realms).
  Nehalings are visible but insubstantial daimones. Each has a single
  healing ability — many cure wounds, others combat sickness, some
  treat mental illness, etc. Their healing abilities are specific to the type
  of harm, and do not take improvisational modifiers when used on ani-
  mals or plants instead of people.
  Nehaling 
  Weapons and Armor: None.
  Significant Abilities: None.
  Innate Magical Abilities: Avoid Harm 10W2, Heal [Affliction] 18 to 15W3, 
  Sense [Affliction] 18 to 15W3.
  Tactics: Nehalings are magically drawn to the type of affliction they can
  heal. They engulf a  patient in their shimmering body and heal the af-
  fliction, then return to the Otherworld.
  
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  p
  Elmal
  Warrior God of the Sun
  Freed from the Fire Tribe was faithful Elmal,
  Torch-bearing thane, true to Orlanth.
  Stalwart warrior, stead protector,
  Loyal defender through the Long Night.
  Elmal is the Sun. He is a weapon companion of Orlanth and a mem-
  ber of the Storm Tribe. He unblinkingly executes any deed needed for the
  tribe. During the Darkness, he defended the stead from all foes while
  Orlanth was on his Lightbringers Quest, and so Elmal helped keep the
  world together so that Orlanth could recreate it at the Dawn.
  Mythology of Elmal
  Elmal was one of the Fire Tribe, and like all of his brothers served the
  Emperor during the Stagnant Age. Then Chalana Arroy healed his
  sight, so that his own brightness no longer blinded him. For the first
  time, he could see everything around him. Then he saw the true nature
  of the Fire Tribe, which held the rest of the world as slaves. Elmal left
  his brothers, saying “Light is important, but it is not the only important
  thing. I must find and learn these other things now.” Among many
  such as himself, he wandered the world seeking his true path.
  When the Gods War began, he tried to avoid it. When things got worse
  his honor forced him to act. He performed great deeds, especially slay-
  ing Teghern, who had two noses like mammoth trunks, four horns on
  its head, and four hands upon a snake’s body. After he killed it, Elmal
  found another god nearby, concealed in a turnip. The other god asked,
  “Why do you glow so brightly? If you didn’t, you could have hidden
  from Teghern instead of fighting it.”
  Elmal answered, “If I don’t face my foes today, I will have to face them
  tomorrow.” The other god departed, but whenever he was threatened,
  he told his attackers about Elmal so that they would attack him
  instead. In this way, even Elmal’s own brothers came to attack him.
  
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  “You took part of the brilliance of our tribe with you, letting Darkness
  and Chaos in to attack us. Now we will take your brilliance back,” his
  brothers said.
  Elmal responded, “Any one of you could have stopped Darkness and
  Chaos entering your court, if only you had turned to look outward. My
  brilliance is my own, not something you can take.” His brothers at-
  tacked and nearly killed him, but Elmal refused to fight back. He called
  upon divine Justice to save him. It did, and he escaped with the last
  particle of decency of the Fire Tribe in the Justice Spear he bore. After
  this defeat, his brothers did not want to fight him any more, but they
  still coveted his brilliance.
  Elmal heard that a great leader was assembling the best gods to be his
  companions. He learned that it was Orlanth, and considering the bru-
  tal reputation of the Storm Tribe he almost turned back. He decided to
  continue and test Orlanth’s honor, to see if he was worthy of Elmal’s
  allegiance.
  Elmal finally met Orlanth as he was about to cross the river into
  Orlanth’s land. Orlanth would not let him pass unless he stated his
  name, and when he did Orlanth refused him passage over the bridge.
  Elmal persisted and the two fought, until Elmal used the Justice Spear
  to trip both of them into the river. Orlanth could have left Elmal to
  drown, but he rescued him instead, and thus proved his worth.
  Elmal accompanied Orlanth back to his Hall. He was impressed with
  the peace within the house, although he saw people from the Water,
  Earth, and Darkness Tribes there among the great host from the Storm
  Tribe. Elmal agreed to remain for the winter as a guest. The winter was
  long, and an army of Uz attacked the stead in the deepest part. Before
  anyone could speak, Elmal raised his spear and helped to drive them
  off. His reward for his act was a seat in the household. Later a Chaos
  army attacked, and Elmal again was instrumental in driving them off.
  Orlanth named him thane and offered him a seat at the high table,
  which Elmal accepted.
  Elmal proved himself many times. He used the Justice Spear to defeat
  the enemies of the Storm Tribe and to resolve disputes honorably. So great
  was Orlanth’s trust in Elmal that when he left on the Light-bringer’s
  Quest he recommended Elmal to the clan, who elected him as their new
  chieftain.
  During the Chaos Age, enemies besieged, assaulted, and infiltrated the
  clan. Elmal broke the siege, slaughtered the assailants, and discovered
  the infiltrators with the aid of a kinsman. He received many wounds
  and lost his best friends and boon companions. When the stead was de-
  stroyed and he could barely walk, he climbed to the top of Kero Fin and
  
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  continued to shine on those few humans who remained. Yet he never
  faltered, and he held the household of Orlanth intact for the entire
  Darkness. In this way, the Vingkotlings survived the Long Night.
  When Orlanth returned from the Underworld, he bore a sacred torch. He
  cast it high into the sky so that it flew to where Elmal waited. Elmal
  caught it and was healed so that he burned brightly again to welcome
  the return of Orlanth. Elmal, always loyal, gladly handed the Ring
  back to Orlanth, who became chieftain again.
  Orlanthi tribesmen have worshipped Elmal since the Dawn. Over the
  centuries, the Elmali have come in contact with many other solar cults.
  Some worshippers or temples have adopted foreign rites and practices,
  and each time they did so it led to disaster. In the time of King Tarkalor
  of Sartar, some temples again held to foreign customs. Trouble arose
  that threatened to turn to kinstrife.
  Orlanth pointed out that Elmal’s brothers were again trying to make
  his light their own. Elmal inspired one of his worshippers who had gone
  wrong how to find what he wanted. Thus it was that the lord Monro
  discovered that he actually worshipped Yelmalio, not Elmal. He went
  away with the other dissenters and ended the conflict in the land. Since
  then, the Elmali have remained true to their original traditions.
  Manifestations
  Elmal is the Sun that rises in the morning and descends into the Un-
  derworld in the evening. His divine power is also present as the loyalty
  between a chieftain and his thanes.
  He is present whenever a person en-
  dures great hardship in life and sur-
  vives. The horizon at sunrise is a point 
  of veneration for many rites, especi-
  ally those dealing with purification, 
  awakening, and rebirth.
  Icons and Images
  Heortlings depict Elmal as a warrior
  with a glowing shield, usually with
  his sun rune upon it. He frequently
  sits upon a fine horse. His worship-
  pers favor the color yellow.
  Elmal
  
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  Otherworld Home and Life After Death
  Elmal’s Shining Hall stands in the Storm Realm. It exits into the Storm
  Tribe Age, Vingkotling Age, Chaos Age, and Silver Age, into the Sky,
  and to the top of the Invisible Mountain in the Underworld. After death,
  Elmali feast, raise and race horses, and relax from the burdens of vigi-
  lance and combat as reward for their lives. They always muster to
  defend the Storm Realm against invaders, however.
  Natuure of the Cult
  Elmal is the Sun in the sky. It still shines upon the world because Elmal
  is constant and enduring.
  Elmal’s warriors are a counterpoint to the impetuous adventurers ded-
  icated to Orlanth. They concern themselves with the protection of the
  stead and its inhabitants. They do not seek adventure or travel and are
  not stirred by the airy humors that cause Orlanthi to seek out enemies.
  Worshippers know that their enemies will come to them, and they will
  be ready. Just as Elmal follows the same course day and night, his wor-
  shippers carry out their routines, ever vigilant for some sign that Elmal
  is testing them. They are the hall thanes and hearth guards, dedicated
  to the preservation of the clan.
  Attitudes and Relationships
  Elmal has a special friendship with Chalana Arroy, who first
  befriended him when he joined the Storm Tribe. He is friendly with the
  Thunder Brothers, but is often their rival for Orlanth’s favor. He and
  Heler are rivals for the affections of Esrola, the Earth, who takes one of
  them each summer as a Year-Husband.
  Elmal has many enemies. Hordes of Uz arrived on the surface world,
  but Elmal kept them from taking Orlanth’s lands. The Fire Tribe is still
  jealous of his powers and place of honor, and views him as a traitor.
  Elmal fought many Chaos monsters, such as Eater of Skin, Author of
  Sores, and Teller of Lies, and worshippers will endure great hardships to
  protect their clans and hearths from this great evil.
  Mode of W 
  Worship and Sacrifices
  Elmal receives sacrifices as part of communal worship. He favors sacri-
  fices of gold and horses. Most of Elmal’s subcults have their own sacri-
  fices, offered on particular occasions. Elmal Hearthguard receives the
  weapons of defeated foes; Elmalhara receives the first ripe heads of
  grain and the last dry grain of the harvest; Beren the Rider receives the
  bit, bridle, and sometimes other furnishings of captured horses; and
  
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  Redalda receives the plaited tails of clan horses after they die. Anatyr
  the Leader does not receive communal worship in traditional clans, but
  in Elmal clans he receives some of the collateral sacrifices that would
  normally belong to Orlanth.
  Worshippers often make additional sacrifices, as do Elmal clans. Typi-
  cal sacrifices are yearling stallions for cleansing, shields for defense,
  gold for leadership, and reflective objects for vigilance or insight.
  Holy D 
  Days
  Worshippers celebrate weekly holy days every Fire Day, and there is a
  special holy day in every season except Sea Season. In Elmal clans,
  these rites involve the entire community, which comes together to re-
  vere Elmal through his various aspects and to perform auguries for the
  upcoming season.
  p V 
  Victorious Sun Day
  Fire Day, Fertility Week, Fire Season
  Elmal’s worshippers patrol the tula, inspect fortifications, and conduct
  purification rituals in preparation for this important day. They stay up
  all the preceding night, preparing massive bonfires in the form of
  Elmal’s traditional foes. The priests light these at dawn, and they burn
  all day and through the following night. At noon, the priests perform
  divinations to determine what defenses they should prepare for the
  upcoming seasons. The next morning, worshippers gather the ashes
  from the bonfires to use in making the sacred markings for the rest of
  the year.
  p H 
  Husband Day
  Fire Day, Mobility Week, Earth Season
  After standing guard all night and performing a brief ceremony at
  dawn, married worshippers spend the rest of the day alone with their
  spouses, while unmarried worshippers compete in a series of traditional
  contests. Worshippers perform divinations at midnight to determine
  the nights that will have the greatest need for the star watch.
  p Truth D 
  Day
  Fire Day, Truth Week, Darkness Season
  On Truth Day, worshippers confess their failings of the past year. Elmal
  clans renew oaths and commitments, and trials by fire resolve unset-
  tled conflicts. This is the only holy day shared by Elmal and Yelmalio,
  so most worshippers specifically renew their commitment not to let
  solar rites corrupt their worship. In Elmal clans, the priests perform div-
  inations to determine the nature of any threats to the clan’s magic.
  
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  p Thane Day
  Fire Day, Harmony Week, Storm Season
  Thane Day commemorates the day that Orlanth made Elmal a thane.
  Worshippers perform the “Elmal Guards the Feast” ritual; in Elmal clans
  this is also the traditional day for the wapentake. In non-Elmal clans,
  the initiates and devotees stand guard while the clan performs the rites.
  Worshippers renew protective enchantments on this day.
  p The Long N 
  Night (Sacred Tim 
  me)
  Freeze Day, Luck Week to Gods Day, Fate Week of Sacred Time
  Although Elmal’s high holy day is Survival Day, all of Sacred Time is
  important to his worshippers. He becomes a thane on Together Day, is
  elected chieftain on Lightbringer Day, and almost dies on Survival Day.
  He perseveres, and on Together Day is rewarded for his loyalty by a
  glimpse of the Secret Light kindling in the Underworld. Finally, on the
  last day of Sacred Time, Orlanth's return heals him.
  As the Sun dawns on Prophecy Day, priests prepare for the Rite of the
  Sacred Brand. They burn with the infusion of Elmal’s renewed sacred
  flame, and this allows them to heal any worshipper who took wounds
  from the forces of Chaos or Darkness while defending the community
  during Sacred Time.
  p p S u r v i v a l  D 
  D a y
  Fire Day, Luck Week, Sacred Time
  All Heortlings sacrifice to Elmal on this day. Elmal worshippers share
  their god’s greatest trial in ceremonies on this day, renewing their faith
  in themselves and their god. In Elmal clans all fires are reduced to
  banked coals, not to be refreshed until Lightbringers’ Return.
  Organization
  Elmal’s initiates and devotees are usually warriors, but farmers in
  many clans call on him as well. Even clans that do not have perma-
  nent worshippers invoke him for aid in defending the clan, especially
  against night attacks or Uz.
  Holy Places and Temples
  Heortlings dedicate the first hearth of any stead to Elmal. As such, it is
  kept aflame all day and the coals kept banked and smoldering through-
  out the night, reflecting Elmal’s cyclic journey across the sky and through
  the Underworld. Few temples are large, so simple seniority usually de-
  termines who is in charge. Temples serve their clan, and do not have
  any predefined hierarchy.
  
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  Elmal has many holy places in Heortling lands, especially in Dragon
  Pass. The top of Kero Fin, from whence he shone throughout the entire
  Darkness, is his holiest place in the world.
  Abrinna’s Tears is a small pool at the foot of the Stormwalk Mountains
  in Heortland. It originated when Elmal saved a minor water goddess
  from three creatures of Chaos, but then caused her to cry when he re-
  fused to join with her. Initiates who worship at this temple can join the
  cult of Elmal the Chaste.
  Feat: x Resist Seduction.
  Lansio, in Ralios, is where Elmal saw the threat that nobody else did.
  Initiates who worship at this temple can join the cult of Elmal the Vigi-
  lant. The temple does not have a shrine to Beren the Rider, and their
  horses are inferior to those that the Dragon Pass worshippers keep.
  O Light Feat: See as the Sun.
  The now lost temple of Last Wall, in Dorastor, stood on the site where
  Elmal refused to fight with his brothers. The temple knew secrets of
  Elmal’s mythology known nowhere else, which helped prevent solar
  pollution of his rites.
  Membership Requirements
  Elmal receives communal worship from all Heortlings on Victorious
  Sun Day and Survival Day. In Elmal clans, the worship dedicated to
  Elmal is substantial and much more frequent. Male children initiate
  first into Elmal’s secrets, and they spend at least one of their first two
  years as adults serving Elmal.
  Initiate
  Worshippers of Elmal must be men, except for the Redalda subcult,
  whose initiates and devotees must be women. In most clans, only those
  strongly called to Elmal join his cult; in Elmal clans, however, most
  adult men belong.
  Elmal initiates and devotees have the special obligation to provide the
  Star Watch — the only Heortling patrols that normally roam at night.
  These patrols are mostly composed of Elmal Hearthguard followers, but
  initiates of all subcults usually have an obligation to participate at
  least eight nights per year.
  Initiates and devotees of Elmal Hearthguard and Beren the Rider are usu-
  ally members of the clan warband. In non-Elmal clans, however, they do
  not participate in raids, instead defending the tula when the other war-
  riors are away.
  
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  Magic Keyword
  Physical Abilities: Endure Pain, Ranged Combat (Javelin), Ride Horse.
  Mental Abilities: Mythology of Elmal, Stay Awake.
  Virtues: Brave, Steadfast.
  Affinities: 0 Combat, O Light.
  Devotee
  Devotees value duty and accomplishment over glory. Most live quiet
  lives focused around their duties. This makes them easily overlooked
  compared to members of other, more self-promoting, cults.
  Affinities and Feats: 
  0 Combat (Blazing Spear, Brilliant Shield, Fight Chaos, Fight Uz, Unfal-
  tering Defense)
  O Light (Dazzling Flash, Illuminate Surroundings, Resist Darkness, See
  in Darkness, Unquenchable Light)
  Subcults of Elmal
  pW A 
  Anatyr the Chieftain
  When Orlanth left on the Lightbringer’s Quest, Elmal was elected to be
  chieftain of the clan. Elmal later gave his son Anatyr the right to the
  clan chieftain’s torc after he proved himself an able leader. When Or-
  lanth returned, Elmal gave up the torc and returned to his duties as a
  thane. A few clans remember Elmal’s time of leadership as the last
  good age. Although they do not go quite so far as to accuse Orlanth of
  abandoning his people, they keep the traditions of Elmal the Chieftain 
  instead of those of Dar the Leader.
  Membership Requirements: Be acclaimed chieftain by the clan.
  Mental Abilities: Negotiation, Orate.
  Personality: Passionate.
  Affinities:
  W Rule Clan (Invoke Wyter, Protect Tula, Radiate Authority, Remind of 
  Duty, Spear of Justice, Summon Clan)
  O Light Feats: Beacon, Illuminate Speaker.
  Secret: Command Clan (Acts as an integrated passion spirit giving a
  bonus of 1/4 the secret’s ability rating to any ability used in the course
  of commanding any member of the clan.)
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  pB B e r e n the Rider
  Beren the Rider was a foreigner who came to the lands of the Ving-
  kotlings during the Darkness. He proved his worth and loyalty and won
  the heart of Redaylde, the daughter of Vingkot. He became the father
  of the Berenethtelli Tribe of the Vingkotlings. He brought with him the
  horses of his Hyaloring ancestors, and taught his children how to raise
  and ride those noble animals.
  Physical Abilities: Ride Horse.
  Mental Abilities: Herd Horses, Horsemanship, Train Horse.
  Virtues: Love Horses.
  Affinities: 
  k Horses (Befriend Horse, Speak to Horse, Speed Horse, Stay Mounted,
  Steady Horse) 
  0 Combat Feats: Rapid Charge, Sureshot Arrow.
  Secret: Become One with Horse (The hero forges a magical bond with
  his horse. The horse becomes his divine companion [see pg. 26]. Ad-
  ditionally, the hero may automatically augment any of his steed’s
  abilities with the secret’s ability rating. The horse will never allow any-
  one else to ride or touch it unless the hero tells it to. If the horse dies,
  the hero may never create another such bond, although it is possible
  he could gain another divine companion from Elmal.)
  pL E l m a l  H 
  Hearthguard
  Elmal is Orlanth’s weaponthane, and during the Vingkotling Age he
  defended the Storm Realm many times. His primary weapons were his
  stout spear and brightly polished shield, but his resolve and courage
  were what kept the people safe. Most initiates of Elmal worship the
  Hearthguard subcult, and so defend their clans as their god did.
  Mental Abilities: Defensive Tactics, Design and Build Fortifications.
  Affinities:
  L Defense (Defend Wall, Endure Wound, Hold Portal, Reflective Shield, Stand
  Fast) 
  0 Combat Feats: Multiple Javelin Throw, Unbreakable Spear.
  Secret: Survive until Dawn (When mortally wounded during a combat
  in which he has successfully used the Defense affinity, the hero’s con-
  dition is changed from Dead or Dying to Injured. If he does not receive
  healing before the Sun clears the horizon, he relapses into a Dead or
  Dying state. Resistance to healing magic at the exact moment of sun-
  rise is halved.)
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  pn E l m a l h a r a the GGrower
  Elmal and Heler were rivals for Esrola in the Storm Tribe Age, and each
  year she chose one as her Year-Husband. Elmal offered sun-loving flow-
  ers and bright, warm weather for growing. Farmers in Elmal clans call
  on Elmalhara for these gifts. All Heortlings know Elmalhara as the fer-
  tile aspect of Elmal, but he rarely has worshippers in non-Elmal clans.
  Affinities: 
  n Grain (Dry Field, Resist Blight, Sprout Seeds, Sunripen)
  O Light Feats: Clear Clouds, Resist Frost.
  Secret: Bless Field ritual (Allows the devotee to ignore distance and area
  effect penalties when blessing a field of grain. If a devotee of Elmal
  and a devotee of one of the Grain Goddesses [see Thunder Rebels, pg.
  203] are married and use their secrets together, the ability ratings are
  combined and work as a single ability.)
  pN Redalda
  Redalda is the daughter of Orlanth and Ernalda. When Elmal joined the
  Storm Tribe, Orlanth created the Foreigner’s Wedding so that Redalda
  could marry the Sun Thane. Since then, she has been the goddess of
  horses. Worshipping her is the only way that Heortling women can par-
  ticipate in Elmal’s normally male-only cult (although many cere-
  monies remain restricted to men). They are exempt from the normal
  requirement to serve in the Star Watch. They generally fight only to
  defend horses, although some join the fyrd with the Vingans and other
  women warriors.
  For the full Redalda keyword, see pg. 228.
  O Light Feats: Comforting Glow, Rekindle Hearth Fire.
  p1 Rigsdal
  Rigsdal is the Night Watchman who never leaves his post at the Pole
  Star Gate. He is called the “thane’s thane,” because he serves Elmal as
  loyally as Elmal serves Orlanth. In the Darkness, Elmal often had to
  leave to take the torch gift to distant steads. Whenever he did this he
  left Rigsdal to watch. No matter how long he was gone, he always found
  Rigsdal awake and alert at his post when he returned with his light.
  For the full Rigsdal keyword, see pg. 230.
  O Light Feats: Clear Clouds, Look into Brightness.
  1
  
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  Divine Retribution
  Elmal has two personal agents of reprisal. Reflartings punish those who
  break oaths sworn by Elmal’s name. Yoskati afflict those who break
  Elmal’s trust by abandoning their post, lord, or community. Pantheon
  agents of reprisal (see Thunder Rebels, pp. 81-85) punish other affronts.
  Yoskati ( Warmth Stealer)
  Ages: All.
  Habitat: Storm Realm (God World).
  Yoskati are daimones that form their bodies out of loose bits of straw or
  horsehair. They attack worshippers who have violated Elmal’s trust, in
  particular those who let vanity, selfishness, or ambition interfere with
  their duties. Once a yoskati afflicts a worshipper, neither fire nor sun
  will properly warm him, nor will any clothing keep the chill away, for
  the yoskati weakens the victim’s internal fire.
  Yoskati
  Weapons and Armor: None.
  Significant Abilities: None.
  Innate Magical Abilities: Steal Warmth 20 to 20W2.
  Tactics: Yoskati cling to their victim and sap his heat. He can brush them
  off, if he notices them, and can even tear them apart or burn them, but
  they always return. They initiate an extended contest that the victim
  can only resist by magic. The results of the contest last until the next
  seasonal holy day. At that time, if the victim has not resumed his or
  her duty in an exemplary way, he may be subject to a new attack.
  Reflarting ( B l i n d e r)
  Ages: All.
  Habitat: Storm Realm (God World).
  Reflartings are minor daimones that resemble sunbeams. They afflict
  any member of the Storm Tribe who breaks an oath sworn by Elmal’s
  name. They also afflict worshippers of Elmal who break other oaths,
  especially those of loyalty or protection.
  R e f l a r t i n g
  Weapons and Armor: None.
  Significant Abilities: None.
  Innate Magical Abilities: Blind 15-20W.
  Tactics: Reflartings shine into their victim’s eyes, making it difficult to per-
  form any activity that depends on sight. The narrator should apply a
  penalty to appropriate abilities of 1/4 the reflarting’s Blind ability,
  which should of course be higher for more serious transgressions.
  
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  Elmal Guards the Stead
  During the Great Darkness, things got so bad that only by leaving
  could Orlanth knit the shattered world back together. He chose
  many companions to go on his quest, but did not choose Elmal. This
  distressed Elmal, for he had proven his loyalty many times. “Why
  do you punish me in this way?” he asked. “Ever since I joined the
  Storm Tribe I have served you loyally, fighting always by your side.
  What have I done to lose your trust?”
  And Orlanth said to him, “I do not neglect you, Bright Friend. It is
  to you that I entrust the greatest task of all: the protection of my
  people while I am away. You must guard the Storm Realm, for
  surely our enemies will come here when they learn that I am gone.
  Although Odayla the Hunter is swift and clever, I cannot trust him
  to protect the people, for he is a creature of the wilds, and would
  find our stead a cage. Although Voriof protects the sheep, I cannot
  trust him to protect the people, for he is not steadfast enough to
  withstand the onslaught of Chaos. Although Urox is a stout fighter
  of Chaos, I cannot trust him to protect the people, for the very wild-
  ness that makes him a great warrior also makes him unreliable.
  Only you can I trust; by leaving you behind, I do not reject you, but
  rather show that I love you more than a kinsman, more than a son,
  more than a brother. The only light that remains in this darkness is
  the light shone by your unwavering loyalty.” The two gods traded
  shields to make a bond of love and allegiance between them.
  Then Orlanth left on this great quest, and Elmal remained to pro-
  tect the stead. Many Chaos foes came, and Elmal interposed him-
  self between them and Orlanth’s stead.
  Eater of Skin came singing the Rending Song, the one that made
  people bleed. Elmal leapt from his position in front of the stead and
  drove his spear into the creature’s eye. Eater of Skin threw its
  seven terrible mouths at Elmal, and he stopped every one of them
  with the shield Orlanth had lent him. Eater of Skin tried to stamp
  on Elmal with its five crushing feet, each of them the size of a
  stead. Elmal evaded the first four feet, and deliberately stood
  beneath the last so that his spear pierced it. Then he seized Eater
  of Skin and hurled it into the sky, where it burned to ash.
  Only after he had defeated the creature did the people see that the
  fight had broken Elmal into pieces. They despaired, wailing “Our
  defender is gone!” Yet when morning came, Elmal put himself back
  together and shone again, for he had been steadfast.
  Author of Sores came, and Elmal destroyed her in a battle that was
  even more ferocious than the last. Despite his victory he was torn
  
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  to bits, but when morning came he became whole again, for he had
  been steadfast.
  Finally, Maker of Bad Growth came and tried to slay Elmal by caus-
  ing the soft parts inside him to multiply like maggots, so that they
  would burst him open like a too-full sausage. But Elmal was stead-
  fast as always, and in the morning his brightness burned all of the
  extra pieces away, and burned Maker of Bad Growth, too.
  These defeats only increased the hunger of the Chaos Gods, who
  wanted to destroy Orlanth’s stead even more than before. In this
  way, Elmal drew attention away from other steads of the
  Vingkotlings, and thus protected them, too. The forces of Chaos
  decided that it was folly to try to destroy Elmal’s physical form, for
  his brightness remade him every morning. Instead, they would
  strike at his brightness, and destroy the loyalty that fuelled it.
  To perform this terrible task, the Chaos Gods chose Teller of Lies,
  also called Bad Questioner, also called Breaker of Souls. This being
  had a thousand forms; most were horrible, but some were beauti-
  ful. When it was beautiful, it was at its most dangerous.
  Teller of Lies came to Orlanth’s stead disguised as a woman Elmal
  had loved when he belonged to the Fire Tribe. “Elmal, Elmal,” it
  said, “You once loved me, but I was unfaithful to you. Sorrow
  wracked you and made you weak. Because of me, the upstart god,
  Orlanth, was able to beat you and steal your pride. Now that the
  world is dark and you are the only remaining light, I see the error
  of my ways. I have come to restore my love to you, and restore
  your pride. Come with me, for I have made a safe place for the two
  of us. Leave these barbarians, and we will hide away until the dark-
  ness ends.”
  This plea moved Elmal so that his tears fell on the earth and burned
  the dry grass. The Vingkotlings worried that Elmal would abandon
  them, but Elmal answered Teller of Lies, saying, “You are not the
  woman I loved. Even if you were I would not follow you, for Orlanth
  did not steal my pride. He awakened it. I married into his tribe, and
  love only my wife. I am loyal to her, and would never betray her, no
  matter what temptation you offered. Begone.” In frustration, Teller
  of Lies departed.
  The next day, Teller of Lies returned, disguised as a blind oracle
  known to the Storm Tribe. “Elmal, Elmal,” it wailed, “Your master,
  Orlanth, is as good as slain, defeated in the land of the dead.” And
  it showed Elmal an image of his king, trapped in a pit and unable
  to escape. “You must take his place as King of the Storm Tribe,”
  Teller of Lies told him, “for Orlanth’s day is done. Without a king,
  your beloved tribe will wither and die.” Some of Orlanth’s people
  
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  believed the false oracle and flocked to Elmal’s side, offering him a
  crown.
  This show of devotion moved Elmal so that he smiled, and his smile
  blinded some of the people. When he saw this, he said, “This ora-
  cle is false. I would not be loyal to Orlanth if I believed him so eas-
  ily defeated. If some of you wish to call me a king, I will lead you.
  But this does not mean that I take Orlanth’s place, for Orlanth will
  be my king when he returns.” Again Teller of Lies had to slink away,
  its powers useless in the face of Elmal’s great loyalty.
  Elmal was afraid that one day he would fall prey to the blandish-
  ments of Teller of Lies. He thought, “Being loyal and steadfast is
  one thing, but I must also be clever. Sometimes the best way to
  defend is to attack. This Teller of Lies is trying to tear me apart from
  the inside, and so I must do the same to it.”
  When Teller of Lies returned, this time in the form of the Emperor
  Elmal had once served, Elmal did not let it speak. “Lie-Teller, Lie-
  Teller,” he said, “Your dread onslaught is too much for me. You have
  sapped my strength, and I know when I am beaten. I have taken
  my soul and put it into this fine stallion. This is my offering to you.
  I will leave the Storm Tribe and serve Chaos, just as I once left the
  Bright Tribe to serve Orlanth.”
  Teller of Lies slavered in hunger and leapt upon the great steed,
  devouring it whole. But Elmal had tricked it; the horse was not his
  soul, but was actually Elmal in his bright entirety. Now Elmal was
  inside Teller of Lies, and he could see that inside was Nothing; its
  ever-shifting forms masked only emptiness. Armed with this know-
  ledge, Elmal tore Teller of Lies apart from the inside, using the
  sharpened edges of the shield that Orlanth had given him. Revealed
  as Nothing, Teller of Lies was destroyed.
  From that day until the end of the Darkness, the Chaos Gods left
  Orlanth’s stead alone, for they did not want Elmal getting inside of
  them and finding out that they were Nothing, too.
  Light is
  important but it
  is not the only
  important thing
  
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  z
  Eurmal
  Trickster and Fool
  No jape nor trick too hard for the Trickster, 
  Stole fire from Vestkarthen to warm all mankind,
  Was both boon and trouble to his traveling companions,
  Stands loyally by Orlanth his lord.
  Eurmal is the Trickster. He is a bane and a blot on all people. No one
  likes him or what he does. No one trusts him or his worshippers.
  Eurmal is the god for whom nothing ever works right. He is a walking
  jinx, an accident that is continually happening, and a force for ran-
  domness. He has no morals, obeys no laws, and is careless with his
  divine power. He eats to excess, has an insatiable lust, and violates
  sacred places. He is dangerous to all living beings, including himself.
  He obeys no rules, has no morals, and violates the laws of men, of the
  community, and of the gods.
  Mythology of Eurmal
  Eurmal began as a piece of impudent snot from Ratslaff, the god of dis-
  order on the Gloranthan Council. He mocked everything that Ratslaff
  said, but could not be picked until Ratslaff tore off his whole nose and
  ate it. Once eaten it then would not be digested, and eventually caused
  a fecal flood that drowned Ratslaff. Ratslaff’s last expression was Eurmal’s
  laughter.
  Eurmal wandered the mythic ages. He always made enemies, never
  friends, and seemed especially able to make enemies out of his friends.
  At first, he did things that ridiculed, shook up, or destroyed parts of the
  world. For instance, he broke a cliff face off the Unbreakable Mountain,
  just to hear it crash down. He made the seven fishes of Evin mix up so
  they had sex with their own sisters, and now there are fourteen fish and
  seven devilfish. He mocked the strong people so they all came to the
  Strong-arm Contest and were humiliated by being beat by a mouse.
  
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  People often killed him for his adventures, such as when he cuckolded
  Lightface, who angrily made him into the first living target for his
  spears. He was destroyed, as when Oakfed burnt him to nothing be-
  cause he had stolen. He was divided up, once by the aquatic creatures
  so that frog got is ability to sing, turtle got his running power, sunfish
  got his combat power, and so on. He was dissolved, consumed, atom-
  ized, smashed, shattered, and dismembered. However, he was always
  reassembled, rejuvenated, resurrected, or reborn to new parents. No one
  could permanently dispose of him, but he could not remain the same
  either, and so his randomness diminished. Perhaps the rest of the world
  became more random, so that he was no longer so strange. Perhaps he
  even learned something. No one knows his reasoning or motivations,
  but everyone does know that he became a companion of Orlanth.
  Orlanth knew Eurmal, of course, and had many reasons to distrust and
  hate him. Nonetheless, he accepted Eurmal, but only under the strict
  conditions of the Trickster Bond. Eurmal thought himself very clever in
  this, for he had acquired protection from the most powerful god in the
  world. Orlanth too felt it was a good thing, for he had obtained the
  help of the only creature that would not be discombobulated in the
  Underworld.
  Thus, Eurmal became one of the Lightbringers. Leashed into obedience
  by his bond, he did deeds of heroism that helped instead of hindered.
  Maybe he did good because he was in the Underworld, where every-
  thing was backwards anyway, and so his tendency to cause trouble
  reversed and became help. Eurmal seduced Sinjota at the Lower Gates,
  and later gave birth to the god Yomat. He tricked Zorak Zoran into
  throwing him and his basket (where the others were hiding) into the
  briar crevasse. He stole fire from Vestkarthen of the Deep and gave it to
  humans. He slid everyone past Chavgaz, the Chaos Wolf; made Gugu-
  var vomit forth the Lightbringers after they were swallowed; and turned
  everyone into women to pass through the No Men Plains. He did many
  other things that helped the Lightbringers.
  Yet even Orlanth could not completely tame Trickster. He made Lhan-
  kor Mhy mis-spell, Issaries mis-tell, and Flesh Man dispel, all of them
  at an inopportune moment that cost them each dearly. He pushed
  Chalana Arroy into the River of Swords and, worst of all, even betrayed
  his own protector Orlanth. In the end, however, he redeemed himself
  when he stole the spark of life from Jagrekriand’s secret purse to save
  Orlanth from where he lay mingled in the dust.
  At the Great Compromise, Eurmal held his strand of Arachne Solara’s
  web. Although he let go of his end when the Devil appeared, he still be-
  came part of the reconstructed world.
  
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  �
  If secrets be withheld from the Ring, or falsehood spoken to the
  moot, that ill come of it, then two cows and lesser outlawry.
  �
  If one loosens what is fastened, frees what is properly locked, or
  takes what is not of one’s blood, then one cow and lesser out-
  lawry.
  �
  If one withholds the true number of one’s plantings, herds, or
  possessions, so that the clan be deceived, then six cows.
  �
  If a free man or woman be imprisoned or bound, except it be a
  trickster, then two cows.
  �
  If a free man’s beard be cut, or a woman’s hair shaved, though
  they say nay, then one cow.
  �
  If the call of blood or kin be refused, in food, shelter, or arms,
  then two cows and lesser outlawry.
  �
  If a man or woman raises arms against their own kinsmen, then
  outlawry for them and any of their bloodline who support them.
  �
  If a trickster be hidden from those who seek her, then two sheep
  and the trickster to your keeping.
  �
  If the sacred way of hospitality be defied, or the example of
  Orlanth be unheeded, even unto a stranger, then two cows and
  shame upon the hearth.
  �
  If worthy men do not train at the buttes, nor practice with the
  wooden blade, nor muster with the fyrd, then three sheep.
  �
  If one fit to do so fails to attend the fyrd, so that a hearth or byre
  or granary be burned, or a herd be taken, or blood be spilled,
  then one cow.
  �
  If a chieftain be disobeyed in the time of the black arrow, or a
  leader of the fyrd, so that others be cut or bleed, then two cows
  and lesser outlawry.
  �
  If the protection of the chieftain be dishonored, then four cows
  and a sword.
  �
  If a weaponthane take service with another chieftain, or a chief-
  tain request the blade of a thane already sworn, and no gifting
  be made to his lord, then five cows.
  �
  If one herds, or plants, or places blessing stones in lands gifted by
  the chieftain to another bloodline, then one cow and three
  sheep….
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  Since Time began, Eurmal has received formal worship by Orlanthi, but
  his cult has never been widespread or popular. Twice Eurmal himself took
  human form and came among people. The first time he came, people
  called him Gbaji, the Deceiver. His story is well known.
  The second time he was called Hofhadalos the Nonwise. He curried favor
  among the most gullible people of all: the God Learners. He managed
  to get them to bring every Trickster shrine and holy object into one
  place in Slontos. Over generations, he managed to make many ridicu-
  lous laws, start many false cults, write many false books, and impreg-
  nate generations of fools to bear his bloodline. He even created a rul-
  ing family by mating with himself, and they became respected in those
  lands! What a jokester he was! At the end the gods became angry and
  alarmed, and destroyed the whole region where he had taken over. That
  is why Slontos sank beneath the waves.
  Manifestations
  Every bit of bad luck in the world is a manifestation of Eurmal. Every
  time something unexpected goes wrong, it is because Eurmal is there.
  Worse yet, the god sometimes enters the world of humans, for he is a
  shape-changer. He and his manifestations can take any form, but some
  are more common than others. Animal forms include the raven (also
  associated with Humakt), coyote or hyena, hare or jackrabbit, fox, and
  spider. When he takes human form, he often disguises himself as an
  entertainer, peddler, wanderer, or prostitute. He changes gender when-
  ever he wants to, and sometimes even when he does not.
  Icons and Images
  Almost no icons of Eurmal exist, for
  most people consider it bad luck to make
  images of him. Just seeing his rune can
  taint a person’s whole day. Some shrines
  use certain types of painted sticks as foci
  of worship, others use bones carved with
  signs, special rocks with signs on them,
  and similar symbols. Where Eurmal is
  shown, he is always stunted and twisted,
  misshapen and grotesque in whatever
  feature is being exercised. If an image
  shows him being gluttonous he has a
  huge belly, when spying he has big ears,
  when being stupid he has a tiny head,
  and so on.
  Eurmal
  
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  Otherworld Home and Life After Death
  Eurmal has no home. If he stays anywhere it is in Karulinoran, Or-
  lanth’s Hall, curled up by the fire and being good in the only place that
  he has to be good.
  Nature of tthe Cult
  Eurmal is the god of randomness, good and bad luck, and of things not
  occurring as they should. In a sense, part of Eurmal’s power is to cause
  other magic to go awry.
  Trickster’s life is not pleasant. He gets plenty of laughs, has a full belly,
  and satisfies his lust every so often, but more often than not he wan-
  ders around homeless and lonely, subjected to his own power instead of
  using it. “No wonder they call me Trickster,” he says at the end of many
  stories, “I even play tricks on myself.”
  Cossmological Reason for Existence
  Eurmal’s presence in the social, natural, divine, and historical worlds is
  one of the natural byproducts of Creation. He exists because he must.
  Tricksters have no place in society. They live entirely outside the normal
  Heortling law, by virtue of their sacred rights. If taken to a court of law
  a trickster can prove he is an initiate and any Heortling juror will let
  him go, because he is outside the law. Of course, tricksters have no pro-
  m
  Sundering Family Ties
  m
  Kinship is an essential part of Heortling culture and of Orlanthi reli-
  gion. To be without kin is to be dead.
  Nonetheless, some deities’ actions are contrary to Orlanth’s laws.
  They include Babeester Gor, Eurmal, Humakt, Urox, and sometimes
  others. Those deities have dispensation to perform their unspeakable
  actions without accruing harm to themselves. Nonetheless, those acts
  are still despicable to all decent people and gods, and would taint all
  of the worshipper’s kin when performed. To protect society from these
  acts, these cults have rites that sunder a person’s normal social and
  divine bonds. After this severance, their kin are safe from reprisal for
  their criminal actions. The worshipper’s kinsmen are not responsible
  in any way, and no divine wrath (see Thunder Rebels, pg. 78) accrues
  to their community for any action the worshipper takes, whether cult-
  sanctioned or not. Of course, if they commit crimes against Orlanth’s
  laws that their god does not sanction, they may bring down divine
  wrath onto their temple, congregation, or warband.
  
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  tection under law, either. Since everyone knows that all tricksters lie, cheat,
  steal from everyone, and cause uncanny events and disasters to occur,
  everyone has one urge. Any juror who finds a person to be an initiate
  of Eurmal will order the mob to hang the thief immediately. Such is
  what it means to be without protections under law, for even foreigners
  have more rights than proven tricksters.
  Eurmal is a part of the Storm Tribe, and his worshippers do have a
  place in society. Three possible outlets exist for people touched by
  Trickster:
  3. Bond to an Orlanthi chieftain.
  2. Take one of the Prescribed Roles.
  1. Wander around alone, more or less crazy, and starve to death, because
  people will lynch him if he goes where they live.
  Attitudes and Relationships
  Tricksters are, generally, messed up. Their world is not a normal per-
  son’s; unless they manage to obtain a ritual place, they remain crazy,
  dysfunctional, and a burden to society. The highest sacred laws of
  Orlanth require people to acknowledge Eurmal, but the social laws do
  this by imprisoning and abusing him. Everyone knows that Trickster
  power is dangerous except on sacred occasions. The laws cannot pro-
  hibit it, but Orlanth keeps it from spilling over into the clan by the strict
  taboos and restrictions of the Prescribed Roles and the Trickster Bond.
  Mode of W 
  Worship, Sacrifices, and Holy D 
  Days
  Eurmal’s ceremonies, like all sacred rites, make sense within their own
  context, but to outsiders they appear bizarre and unusual. Most of the
  time, tricksters hold them far from the eyes of non-participants. Since it
  is rare for tricksters to meet, never mind gather to worship, each usu-
  ally goes off in private to eat his raw meat, put pins in his lips, or do
  whatever it is that he plans to do.
  P Tricksters as Heroes
  Trickster is one of the most complicated and subtle forces of mythol-
  ogy. Most people who want to play a trickster do not understand him.
  He is not a funny comedian who plays gags and tricks and makes
  jokes. If someone tries to prove that Eurmal is only a jester, he is de-
  luding himself. The truth about Trickster is that no one wants him
  around unless he is bonded. And a bonded trickster never has any fun,
  because his actions are as constrained as those of normal people.
  
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  Organization
  Ha ha ha. No one chooses to join the cult, but Eurmal touches individ-
  uals now and then. It is a condemnation to say of someone, “they are
  Eurmali,” or “better a stickpicker than a Eurmali.”
  Holy Places and Temples
  Trickster went many places, and wherever he did his deeds he left be-
  hind a place where a shrine might be. Tricksters have found many, but
  outsiders know only a few, including a series of Eurmal Lightbringer
  Shrines. A couple of places are “luck spots,” where some things just
  work better, usually because Trickster did something there. Far more
  common are “bad luck spots” or “mystery spots,” where things just do
  not quite work right.
  Inter-temple A 
  Administration
  Chuckle.
  Temple O 
  Organization and Ranks
  When multiple tricksters get together, whoever is the last one to get a
  wedgie is the leader. Or not.
  Membership Requirements
  Eurmal is always present, both in the life of the gods and in the life of
  humans. Fortunately, reality is that Orlanth subdued Eurmal, and so
  people can keep him in his place. Tricksters have to keep in their places,
  too, and so they worship Eurmal only in the Prescribed Roles or as a
  bonded servant of a chieftain.
  Role in the Religion
  The Heortlings tolerate Eurmal because he is necessary for the Light-
  bringers Quest. He gets collateral worship in every ceremony exclusive
  to Orlanth (though not in ceremonies without him). Heortling religious
  rites invoke him with a sprinkle of beer or handful of raw grain even
  before they call the Good Gods and Goddesses. This early mention and
  first sacrifice appeases him for the ceremony.
  Eurmal’s acknowledged presence in the Storm Tribe gives him a power
  that most pantheons exclude by utterly rejecting Trickster or trans-
  forming him into a more tame form. Thus, Eurmal continues to choose
  worshippers. The Heortlings tolerate his presence, since several Orlanth
  ceremonies are more successful when a trickster participates.
  
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  Initiation and Devotion
  Eurmal does not have initiates or devotees; all worshippers must be dis-
  ciples. Any less level of commitment causes them to be victimized by
  their “religion” instead of living. Thus, they cannot work at a job, but
  must steal to eat, and so on. Most tricksters find it easier to simply go
  with the flow and take the role given to them by Eurmal.
  Trickster (D 
  Disciple)
  The Prescribed Roles are all disciple-level positions whose upkeep is
  maintained by local clans. A trickster does not have a choice about
  what he is once Eurmal touches him. Typically, such a state is recog-
  nized by some or many behaviors: chronic distress, chronic sorrow, per-
  versity, making trouble for its own sake, talking to oneself, or any gen-
  eral craziness. Such peculiar behavior is not required per se, but is com-
  mon. Consequently, it is easy for outsiders to think that the god or cult
  requires them.
  As discussed above, the laws of society do not apply to or protect trick-
  sters, and normal people fear and loathe them. The cult does not teach
  worshippers any mundane abilities; everything they do must be self-
  learned.
  Magic A 
  Available
  Tricksters gain access to Eurmal’s magic. This magic has an erratic
  source, which often causes random effects to the trickster and those
  around him. The Prescribed Roles and the Trickster Bond (see below) con-
  fine this erratic nature with ritual relationships. The erratic effects still
  occur, but only in the ways defined by the roles. This rarely helps the
  trickster, but does offer some protection to the normal humans around
  him.
  Eurmal is neither theistic nor animistic nor sorcerous. He seems to par-
  take of all three magic systems, with his powers wobbling back and
  forth among the Three Otherworlds in erratic cycles and switchbacks.
  A trickster must independently learn and increase any magic abilities
  he gains. Trickster magic does not work like affinities, grimoires, or spir-
  its, but more like feats, spells, and talents (although an ability can act
  as any of these at different times). The nature of Eurmal’s power is such
  that citing specific feats, spirits, or spells would be an endless and futile
  task. Nonetheless, the experts agree that Eurmal manifests powers
  through three runes.
  Trickster Runes: z Disorder, 2 Change, 3 Illusion.
  
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  B
  The Trickkster Bond
  z
  Once, Eurmal and Orlanth made a deal where Orlanth agreed to pro-
  tect Eurmal, who in turn agreed to obey Orlanth. That was the First
  Promise. Of course, Eurmal cannot keep a promise; he broke his word,
  and when Orlanth found out, he killed the liar. Eurmal resurrected
  himself (though he was now without one ear) and tried again, begging
  and promising to do better. He was accepted, and fixed his bad ear.
  Some time later, Rabbitear (as he was known ) could not resist stealing,
  so Orlanth killed him again. Rabbitear tricked Raven into bringing him
  back to life. As payment, Raven stole part of Rabbitear’s hiding power
  and one of his eyes. Eurmal got a mouse eye as a replacement, and
  went to Orlanth a third time to beg for protection. Orlanth agreed, say-
  ing, “Listen Mouse-eye: this the third time, this the last time.” The two
  gods swore their oaths again, with some changes. This time Orlanth
  defined some ways that Eurmal could still use his powers, limited
  within the bond. This let Eurmal survive.
  Tricksters may seek this solution to their lives. If they wish (and no one
  can make them do this), a trickster can ask for the First Promise. Any
  initiate of Orlanth can act as sponsor, though in general the require-
  ments are for “a chieftain.” (This is because a chieftain is generally the
  N What is Illusion?
  In Glorantha, illusion means “glamour” or “temporary reality.” The
  word “illusion” has narrow connotations in popular usage, where
  “magic” means “prestidigitation” and “illusion” is the same as
  “fake.” In Glorantha, this is not true.
  Eastern philosophy says all of creation is an illusion, and therefore
  not real. This common knowledge is an error, for the word “illusion”
  is unfortunately misleading. The term translated as “illusion” is bet-
  ter described as “the power that is used to make the cosmos.” This
  power is the manifestation of divine energy in the material world. In
  other words, “magic.” This understanding that acts of magic make
  the world is the source of Vithelan mythology, whose stories integrate
  theism, animism, and sorcery into a single mystical system.
  Eurmal’s unfortunate position as being not-theistic, not-animistic, and
  not-sorcerous forces a similar awareness upon him (though whether
  he is resultantly mystic or just anti-mystic can never be solved).
  Eurmal knows that the world is temporary, made of glamour. He can
  thus use his “illusions” to co-create a part of the world. The only dif-
  ference is that his “illusions” fade sooner than the world’s do.
  
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  only person with the authority to threaten a trickster into submission,
  the power to protect him from a mob of right-thinking clansfolk, and
  the wealth to pay for his transgressions. A chieftain is also the only per-
  son likely to have any use for a trickster.) With special oaths and wit-
  nesses, the trickster swears to obey the Orlanthi, who in turn vows to
  protect the trickster from everyone who wants to lynch him. The Or-
  lanthi takes full responsibility for the trickster, “as if it was me myself.”
  Thereafter, if the trickster does something wrong the Orlanthi is respon-
  sible for all fines and payments. If the Orlanthi gets tired of his trickster
  misbehaving, he can punish him in any way he wants. If people see a
  trickster, it is usually within the bond.
  This self-surrender offers the trickster the best chance to have anything
  resembling a normal life. It reduces his cult time to a mere 30% of his
  6
  Bonded Magic
  6
  Natural magical abilities are common among tricksters. Often these
  are awful powers: Vomit Regularly, Fall Asleep at Loud Noises, or
  Involuntarily Swear at Guests in Their Native Language. Occasion-
  ally a trickster can do something useful, such as Super Healing,
  Perfectly Accurate Rock Throwing, or Digest Anything.
  The powers that a bonded trickster has are constrained. Natural pow-
  ers remain, but they are as restricted as the trickster is by the Bond.
  Significantly, accepting the Bond makes the trickster’s powers all act
  exactly as if they are feats.
  A bonded trickster can seek out special powers from Eurmal’s shrines,
  both those listed below and other more unusual ones. The trickster
  can only do this with the help and permission of the chieftain. No
  trickster would normally survive a trek to the known Trickster shrines
  without protection. Local inhabitants would quickly lynch a stranger
  trying to sneak into a Eurmal shrine. When a chieftain comes with a
  trickster, however, the decision is not whether to let the trickster have
  access, it is whether to let the chieftain have access. The chieftain is
  the one who will get credit or blame, not the shrine keepers. Because
  of this, when chieftains prepare for heroquests where they will rely
  upon their tricksters, they often travel to shrines where the trickster
  can acquire useful powers.
  Because most shines are effectively unique in nature, no one can
  really tell what a trickster might be able to do. Any myth or role
  taken by Trickster can provide a special power, from the trivial
  (removing his feet so that he cannot walk) to the powerful (killing a
  person with a single blow from behind).
  
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  life instead of the usual 90%. He can live with other people that know
  who and what he is (and who protect him) without being lynched. He
  typically has a safe, private place to go where he can have his trickster
  fits. In return, he spends all of his remaining time serving his Orlanthi
  master, and must obey all of his commands and restrictions.
  Bonded tricksters have certain restrictions. The traditional agreement
  says the trickster will follow the same social laws as the chieftain, plus
  any orders that he gives. The agreement also says that the chieftain’s
  commands to the trickster supercede the laws. Most bonds between a
  trickster and an Orlanthi have additional stipulations, agreed upon at
  the time the trickster enters the bond. The intent of the Orlanthi is not
  the defining measure of the agreement. The letter of the agreement
  governs these additional requirements when there is a dispute.
  Although the Trickster Bond is the surest way for an Orlanthi to con-
  tain the powers of the trickster, all Heortlings know that no one can
  fully contain his powers. Thus, there is always danger in accepting a
  Trickster Bond. Amid all the uncertainty, one thing is sure: there is
  absolutely no doubt that the trickster will betray his chieftain at some
  point. It is inevitable, and will occur at a time of tremendous impor-
  tance. If a trickster dies or leaves before such a betrayal occurs, then the
  chieftain has acted wisely and deflected a curse. The chieftain most
  likely accomplishes this by acting a bit ruthlessly towards a former
  companion. Since this former companion is a trickster, however, most
  people say “Good job” or “Finally!”
  Prescribed Roles
  Bonded individuals are not the only way to worship Eurmal. Prescribed
  roles exist that provide strict outlets for worshippers.
  The Heortlings know that Eurmal exists and that he touches people.
  People become ill and receive healing all the time, but sometimes no
  one can cure a child of craziness. When someone has gone to all the
  healers and nothing works, then everyone knows Eurmal has touched
  him, and so they take him to an Orlanth god-talker to cure him. The
  god-talker does the Shouting for Trickster rite, and if possible drives
  Trickster out of the child. It usually does not come back after that.
  If the Trickster remains, the god-talker will call other holy folk to help
  perform the Rite of Mold and Mold. After the rite, the trickster is either
  dead or an initiate of Eurmal in one of the Prescribed Roles. No one
  chooses which role the worshipper will take, except Eurmal himself. We
  describe several common roles below, but there are many others.
  
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  Deaddeye the Death-Finder
  Eurmal can always find Death. He was the first to find it, deep down
  below the lowest part of the Underworld. He let Death into the world,
  and did not tell anyone about it. Orlanth once lamented the absence
  of his brother Humakt. Eurmal offered to let him see him, and Orlanth
  agreed. Eurmal ‘opened Orlanth’s shadow eye’ and showed him all
  around where Humakt’s power of Death was devastating the land. The
  vision was almost enough to drive Orlanth to be a Flesh Man, but the
  Storm Lord recovered and, to protect humanity, ripped Eurmal into
  pieces that he then scattered. Where the bits landed there are now
  Deadeye places.
  When ordinary people go across such a region (which is about fifty feet
  wide), they usually pick up a slight residual curse. This curse settles in
  their household, causing it to decline in life force, beauty, or usefulness.
  When a trickster or a Humakti goes across it, however, he gets the Evil
  Eye, which curses anyone he looks at. If a trickster or Humakti stays the
  night there and lives (which is rare), they get the Deadeye, which kills
  people they look at.
  Hantrafal showed how to deal with these places. He caught Eurmal in
  a trap, painted him with stripes, and enclosed the Deadeye Grove with
  willow sticks warning everyone to stay away from the deadly place. In
  such spots now an altar made out of a trap sits in the center. The trick-
  ster there hides away every week when his offering of food and cloth-
  ing is set on the altar. He has a little house with a fire that never goes
  out. Most people avoid him, but any visitor stupid enough to stay with
  him is allowed to. The trickster must stay within the willow wands, and
  can leave his shrine only when strong magic compels him to. The only
  other time he can leave his shrine is if an Orlanthi king asks him, in
  which case it is voluntary. (It is customary for the king to try to enforce
  a Bonding in these cases, but tricksters often refuse.) If the trickster
  leaves at any other time, he dies.
  The Deadeyes all have the killing glance. This should make them
  deadly or blind, but Hantrafal taught a trick that Trickster himself had
  not known. This trick gives them the Deadeye power, but allows them
  to see without killing people by keeping one eye shut.
  Downboy the Lightbringer
  Eurmal accompanied Orlanth into the Underworld, and set the dark
  guardians off-balance enough that the Lightbringers could seize oppor-
  tunity for success. This is the most respectable form of Lightbringer
  among the Prescribed Roles. Because of the centrality of the
  
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  Lightbringers Quest to the Orlanth’s mythology, there are several Down-
  boy shrines in Sartar and Heortland.
  Sit Here is the most famous, if not the most powerful, Eurmal shrine. It
  got its name when Orlanth said to his bonded man, Eurmal, “Sit here,”
  as he finished his preparations for the original Lightbringer’s Quest.
  Eurmal was so frightened for a moment that he was calm, and all his
  confusion and anxieties stopped. Now all Trickster magic of any sort
  ceases there, and tricksters become normal people. The dents from
  Eurmal’s butt are visible there, the so-called “two vales” where Heort
  and Ezkankekko mustered their armies out of each others sight.
  At Sit Here or any other Downboy shrine, an Orlanthi and a trickster
  may perform the Promise Rite. This sets the terms of their relationship
  in the quest to come. The Promise Rite is similar to the Trickster Bond,
  but is more specific and covers only the events of the Lightbringers
  Quest.
  Hisfault the Scapegoat
  Ernalda once owned Eurmal, with the usual troubled results. At last,
  she found a way to make Eurmal useful. She bore a bag of treasures,
  and after a clever and foolish conversation gave it to him to hold safely.
  He plundered it and since he was lying when he promised, he thought
  he would get away with it. However, Ernalda had expected Eurmal to
  do exactly that, and had given him only a bag full of mistakes, errors,
  bad luck, tar, feathers, and ashes. Eurmal was marked, and the tribe
  was able to punish him for his misdeeds. Since then people have been
  able to purge their communities of mistakes, errors, bad luck, and even
  divine wrath with a ceremony that places such things into a magical
  sack. This rite even allows the community to negate the results of divine
  wrath and concentrate them in the trickster.
  The clan members cover the trickster with tar, ashes, and feathers, then
  whip him with sticks while everyone chants his name. The beating con-
  tinues until the trickster hides far away in the wilds. If no known trick-
  ster is present, the community may appoint someone to take this role
  for this rite: a person noted for their bad actions, a captured foe, or even
  an unwitting foreigner. Sometimes Eurmal is among the people in one
  of his animal forms, which they treat in like manner.
  Killer Boy the D 
  Destroyer
  Killer Boy arrived one day in a large city to kill an enemy. The people
  in the city were all kind and wonderfully friendly, and they tried to
  detain him because they wanted to stop his mission. He paused for a
  while, but in the end destroyed the city, all its residents, and every brick,
  
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  stone, and stick used to make it. Everything else left he put into a pile
  and burned it. Where that pile burned is one of his holy places.
  Killer Boy is powerful and dangerous; it is the least common of the
  Prescribed Roles because of this. The Killer Boy Trickster is a prisoner,
  but within his cage he can do whatever he wants. He is “fed hatred and
  anger” in community ceremonies, and as he eats this meal he becomes
  stronger.
  The caretakers know a ritual to release Killer Boy. The first stage awak-
  ens Killer Boy and binds him to the task to come. The second part in-
  structs Killer Boy’s dim little brain about the task he will do. Finally, the
  third part invests Killer Boy with the accumulated magic power and
  releases him. If part two was successful, Killer Boy goes off to perform
  his task. If the second part failed, Killer Boy begins to wreak havoc
  upon those closest to him. He continues on his rampage without rest or
  common sense until he uses up all his magic or someone kills him.
  Even if all parts of the ritual are successful, the community may have
  difficulty returning Killer Boy to his cage (if he even returns to them
  after completing his task).
  Divine Retribution
  It is impossible for a trickster to violate his cult or offend his god. Eurmal
  has no secrets, no temples, and no magic to keep out of the wrong hands
  (since by definition magic in the possession of any trickster is in the
  “wrong hands”). Tricksters are outside of the law and society; they are
  not subject to pantheon agents of reprisal, and their actions cannot
  bring down divine wrath upon their community, unless the community
  fails to drive them out or abuse them as required.
  3
  The Secret Cult
  3
  A secret Eurmal organization exists. No, it doesn’t.
  It is impossible to tell the truth about this. There is no truth.
  A far-flung network of individuals remains in hiding, because they
  worship the Hide in Fear aspect of Eurmal. Except they are not hid-
  ing, and they are not in fear.
  These people know of many hidden shrines and sites to Eurmal
  where tricksters can gain great powers. Actually, the shrines are for
  silly tricks like Hotfoot and Fart Smell.
  The Eurmal Story Sequence is the true secret to the mad methodology
  of the Trickster. It’s a lie to cover them and make excuses.
  
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  Jonstown Compendium #33,997
  Here are the times Harmast went to the Hero Plane.
  First, for a glimpse of Karulinoran, Orlanth’s Hall, at his initiation
  to the god, as everyone goes at the moment of bonding with a
  god.
  Eleven times Harmast visited the God Plane as an initiate, to aid
  his god at every high holy day ceremony that he attended. Twice
  he fought the star warriors at the Battle of Thrinbarri Clouds. Four
  times he stood upon the Lightbringers’ Path: at the Bridge of
  Scythes, at the Crucible Gate, at the Bridge Over Corpses, and
  Where Karrg was Defeated. At age twenty-one he was a spectator
  at the wedding of Orlanth and Ernalda. That one was his favorite,
  he often said afterwards. Once he rode the Wild Winter Winds that
  covered the world with ice. And once he viewed the Palace of the
  Sky, from a distance, of course.
  On Harmast’s eighth journey as an initiate he fought at the Battle
  of Daranstoro, when Elistivoros the Eye unleashed Arikalgor, the
  giant Night Wolf, which swallowed the entire defending army in
  one bite. Only Harmast found his way back to life from that bat-
  tle, because he hauled himself from the River of Corpses on a haw-
  thorn bush. He woke later in his own home temple, where he de-
  livered the tragic news to the tribe.
  The last time Harmast entered the Immortal World as an initiate
  was when he received the Second Initiation. He traveled again to
  Karu-linoran, but this time took a seat among the thanes of the
  god and drank of the strong, sweet mead. Drogarsi praised
  Harmast in a song full of such promise that two heroes of old
  came to him and promised to fight alongside him some day. And
  it was there that Alusu the Cockster saw him the first time.
  The thirteenth time Harmast entered the God World was the first
  high holy day at which he assisted. Again, the worshippers went to
  the Battle of Thrinbarri Clouds, where Orlanth’s forces overthrew the
  assembled army of the heavens. But this was the Bad Year, when
  the Phoenix passed through Alastan’s Mirror and a flock of them
  smothered the loyal assemblies of worshippers. Most priests sur-
  vived, and Harmast lived through the onslaught of celestial archers
  that followed. Then he struck Palangio the Vrok (Governor General
  of Dragon Pass) from his mount. Orlanth came once Harmast did
  this great deed, and the clean wet winds cleared the sky of foes.
  After such a disaster, Harmast could no longer restrain himself. But
  he refused the path of the Wind Lord, for it was such a one’s duty to
  serve his people, and he could not rightly accept that duty because
  
  he planned to go into the exile of heroquesting upon the Light-
  bringer’s Path.
  The fourteenth time was when Harmast went to the Nennorion
  Tower. He not only gained the Shield, but also went hunting in the
  Blue Forest beyond.
  The fifteenth time he went to the Hill of Gold. He stayed in the God
  World after his companions had returned, and stalked the trolls to
  the place where they departed, which Harmast called the Cave of
  Teeth.
  The sixteenth time Harmast went to Lord Aranvark’s Cabin, in the
  Ironwoods, to seek advice for the travel over water. Here Harmast
  met Hyriam the Scribe, who returned with Harmast to continue
  preparations.
  The last time Harmast went to the God World before his great quest
  he went to the Firewoods, when Palangio the Vrok drew him into an
  unfair fight with the Heroquest Draw. Thus did Harmast learned of
  his unholy link with this nefarious foe.
  Harmast traveled to the Hero Plane four separate times on his great
  Lightbringer’s Quest, the first one performed by mortal man. The
  first time was the Journey to the Gates of Dusk. He departed from
  the Hill of Orlanth Victorious, ascended and then descended the
  mountain top, went through Hrelar Amali to the Western Shore,
  rode the turtle over the waters to the Purple Shores, then passed
  through Luathela and the Gates of the West.
  The second time began in Rausa’s Palace in Luathela. On his journey
  to the Court of Silence, Harmast passed through the Cellars of Dusk,
  followed the Bottler’s Stairway to Casey’s Tavern, passed near the
  Ironwood, crossed the Bridge Over Corpses, and entered the Court
  of Silence through the Mousehole.
  Details of Harmast’s twentieth trip, his journey through the Under-
  world, are not known. Nor do we know much about his experiences
  in the Dead Court, though he succeeded, passed through the Fires
  of Ehilm, and returned with Arkat as his prize.
  There is more to
  Harmast than most
  people remember. All
  men should know this.
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  n
  Heler
  God of Rain and Loyalty
  Orlanth took Heler from Magasta’s dull lair,
  Used him as weapon in wars against drought.
  Heler the Staunch, his name is a by-word,
  Sheep to him sacred, Daga his foe.
  Heler is both the rain that makes the Earth fruitful and the clouds that
  bring the rain. He is both gentle and warlike, even as rain can be a
  light sprinkle or a pounding deluge. He came from the Water Tribe, and
  so is a shapechanger. He has many forms, of which his favorites are the
  ram, hawk, and alynx; he even turns into a goddess.
  Mythology of Heler
  Heler began as a portion of Sramake, the cosmic waters that first in-
  vaded the land. He was a great leader and overcame every obstacle. He
  flowed over Keyeval and around Delurso, and the lands bloomed where
  the river ran. He drowned the bright Emperor, then invaded the sky at
  the head of Lorion’s army, where he suffered his first setback. Jagre-
  kriand the sky defender knocked Heler out of the Celestial River, con-
  fining it to its banks and halting the rising waters forever.
  Heler remained powerful, and ruled the middle heavens instead of the
  highest sky. Huge populations worshipped him during the Flood Era. The
  boats of the Helerings sailed upon both seas and clouds to bear armies
  and raiders against everyone. Heler was at the front of many fights,
  and he helped to overcome Orlanth in his three aquatic defeats.
  Heler was also present when the Thunder Brothers defeated the seas. He
  was beside Worcha at the Trembling Shore when the Fang of the Oceans
  fell. He was at Thrinbarri when the attacks were pushed back. He was
  at the Willow Tree when the dew fell from its leaves. Heler switched to
  craftiness and sent his fleet on a secret mission, but it was surprised,
  stuck into place, and destroyed. At last, Orlanth gathered all his weapon-
  thanes, and together they marched upon the Helerings. Heler called his
  own army together, and the champions on both sides boasted that this
  
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  would be the greatest fight of the war. Everyone expected a great nation
  to fall. Before the fight, however, Heler and Orlanth met in person, and
  instead of the terrible havoc that was expected, they made a truce and
  alliance. The Helerings became one of the Three Great Storm Tribes of
  the Vingkotling Age (the others were the Vingkotlings and the Durevings).
  Ui was the god that finally defeated Heler. He hated Heler, who had
  defeated him in combat three times already, each time chopping off
  half of his power and vitality. Ui finally sold itself to Chaos and with its
  touch turned Heler into solid crystal, suspended high up in the air
  where his worshippers could not reach him with their prayers. The
  Helerings were then destroyed by Chaos, save for a few surviving colo-
  nies along the Manirian shore. Heler remained frozen until Orlanth
  released him at Lightbringer’s Return.
  At the Dawn, Heler returned to the living world. The ram roared. The
  rainbow, dew, and fertile rains swept before him and danced with Voria
  to awaken new life. Since then, Heler has been an integral part of the
  Orlanthi religion.
  2
  Multiple Names, Multiple Shapes
  2
  Heler has an essential aquatic power underlying his true nature:
  mutability. The nature of water is to take the shape of its container,
  and a part of water magic is the ability to change shape. Sometimes
  these shapes have different names or titles. Even individuals who
  have encountered Heler in different shapes may not recognize that
  they are the same being.
  Heler’s early guises provide an excellent example of this phenome-
  non. His cult acknowledges Urangu, an earlier shape of Heler that
  was more powerful, called Uruthu by the God Learners. To most Heort-
  lings, Urangu is a neutral water entity, and they do not recognize it
  as Heler. They have no interactions with Urangu, a being of dual
  gender whose presence makes them uneasy.
  Heortlings interact more comfortably with the one called Tarheler
  and/or Tarhelera, a being of ancient provenance who participated in
  some of their creation stories. For example, Tarhelera is the mother
  of the tolings with Yinkin.
  Unknown (or at least unacknowledged) by the Heortlings is another
  significant meeting with Urangu. Stories tell of how Orlanth freed
  Heler from Aroka, and another widely known (but less practiced)
  myth describe Vadrus’ slaying of a similar dragon called Enkoshons,
  thereby liberating Tarena, the Blue Woman. These myths are the
  Orlanthi parts of the fight between Enbaralor and Keyeval.
  
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  Manifestations
  Heler is present in every cloud and
  drop of rain; dew, mist, and rainbows
  come from him as well. Sheep espe-
  cially are sacred to him, for they are
  his children.
  Icons and Images
  Heler is blue, and whenever Heort-
  lings speak of the Blue God or Blue
  Goddess, they are talking about Heler
  or one of his minions.
  Images usually depict him as a 
  strong, supple, blue-skinned man, 
  usually quite handsome; at least one 
  tale tells of an affair between Heler 
  and his master’s wife. Some worship-
  pers portray him as a horned shepherd god. Heler often appears as a
  fierce blue ram with shaggy wool, accompanied by clouds. He has
  many other guises, including alynx, hawk, and blue woman. In his
  human guises, he sometimes rides a black, blue, or golden Storm Ram.
  Otherworld H 
  Home and Life A 
  After Death
  Heler’s Longhouse is Gapadero, the “three-height mountain,” located
  on the banks of the Engizi River in the Storm Realm. There, rain sheep 
  graze, cloud alynx hunt, and blue hawks fly. This mountain overlooks
  many other realms, including Daga’s Desert. The gardens of Heler’s
  longhouse overflow with trees that yield delicious fruits, sweet smelling
  flowers, and beautiful goddesses. From Gapadero, worshippers can travel
  to the Storm Tribe Age or Vingkotling Age. After death, Helerings serve
  their god in many guises. In all cases, this afterlife is a sexually pleas-
  urable wandering through the tulas of the Storm Tribe. These pleasures
  eventually cause the Helering to be reborn into the Middle World.
  When Helerings die, their kin burn the body next to running water,
  preferably a waterfall. Their breath joins the clouds and their ashes and
  bones are scattered into the water. Wealthy Helerings are cremated in
  funeral boats.
  Nature of tthe Cult
  Heler is the shared fertility of the Water, the Storm, and the Earth. He is
  the rainstorm that comes into Kethaela and Kerofinela from the south-
  west, generally in summer. The Heler storms always rain, usually as
  Heler
  
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  black clouds that unload torrents upon the land, borne forward by very
  weak but steady southwest winds.
  Heler’s worshippers have an ambiguous position in Heortling society. A
  male Helering might be a stead-husband and still attend the fyrd, and
  a female Helering could be both a loom-weaver in winter and a shep-
  herdess in summer. This ambiguity stems from Heler’s ability to change
  gender. Some Heortlings are quite attracted to this ambiguity, and
  Heler’s cult is a refuge for homosexuals in Heortling society.
  Attitudes and Relationships
  Heler started out as a hostage or captive, but earned his freedom and
  the trust of his master. His name is a watchword for loyalty, and to be
  called “staunch as Heler” is a high compliment. He is a great friend of
  Orlanth’s son, Barntar, whom he aids in some stories. When he uses the
  name Helamakt, Heler is one of the Thunder Brothers.
  Heler and Elmal compete in many ways. Both are gods of enemy tribes
  within the Storm Tribe Pantheon. Both are loyal to Orlanth, trusted
  more than most other thanes. Their fiercest competition, however, is over
  the affections of Esrola, the Earth. The results of this friendly rivalry
  determine the course of the weather in summer and fall.
  Heler is an enemy of all the Water Tribe because he has deserted them
  and their cause. They cursed him, and he is no longer part of their great
  cycle. Heler is also an enemy of the Sky Tribe because they, as fire
  beings, fear and loathe all water powers. As do all natural entities,
  Heler hates Chaos.
  Daga is Heler’s eternal foe, ever defeated by his rains. In this fight,
  Orlanth or Barntar usually calls Heler forth to combat the Specter of
  Drought and imprison him again in his iron jar.
  Mode of W 
  Worship and Sacrifices
  Heler's worship always takes place beneath the open sky, both on hills
  and in valleys. Worship is a joyful bare-skin communion with Heler
  and his rain daimones. Rain dances and other rituals often begin under
  Elmal’s blazing midday glare, and usually end with the fall of rain.
  Sheep are the preferred sacrifice, especially black or blue ones. When
  the god-talkers burn the god’s portions, the flame turns blue.
  Holy D 
  Days
  Each Water Day is a minor holy day for Heler’s worshippers, and one
  Water Day each season is a special holy day. The high holy day is Great
  Rain Day, which comes in Fire Season when the Heler rains first fall.
  On this day, all Heortlings worship Heler (see Thunder Rebels, pg. 212).
  
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  n Ram Day
  Water Day, Disorder Week, Sea Season
  This is a great feast day for all Helerings, presided over by Uroth the
  Ram. Other Heortlings often join in the festivities, whether to bless the
  flocks for the coming year or simply forget the normal rules for a while.
  Worshippers call upon Heler on this day to provide bounteous rains for
  the year’s crops.
  Shearing Day, a week later, is not a Heler holy day, but his worshippers
  play important parts in the Ernalda rites (see Thunder Rebels, pg. 183).
  The seven nights between these two days celebrate the seven weddings
  of Uroth and Nevala.
  n Shining Clouds Day
  Water Day, Fertility Week, Fire Season
  This is the day when Heler’s beauty is celebrated, presided over by
  Tarena. People gaze into the clouds to observe Heler, and find messages
  in the shapes he takes in the clouds. Divinations to Heler are more
  likely to receive a clear answer on this day. Some of Heler’s unusual
  magics only work on Shining Clouds Day, and it is the most propitious
  day for rain dancing.
  n Yuhurol’s Feast
  Water Day, Stasis Week, Earth Season 
  This day commemorates Heler’s union with Esrola. As the trees turn
  yellow, worshippers celebrate Heler’s promise to return to heal the
  wounds of autumn and winter, bringing new life and new green to the
  land. They mourn his passing, then rejoice in the Spring when Yuhurol,
  Heler the Life-giving Rain, returns to the world.
  n Sacrifice Day
  Water Day, Harmony Week, Darkness Season
  Sacrifice Day is a minor festival. It honors the flocks of the Helerings,
  and asks for the protection of Voriof the Shepherd from the forces of
  winter. Animals selected the previous day are named for the gods. As
  the god-talkers slaughter each animal for the winter, they sacrifice it to
  Voriof. As each animal dies, so to do the gods. Ernalda and Orlanth are
  the last two sacrificed; with their deaths, winter truly begins. Finally,
  only Voriof remains to lead the few remaining beasts to protection from
  the forces of darkness.
  
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  n Black Rain Day
  Water Day, Mobility Week, Storm Season 
  Black Rain Day is dedicated to Ereltharol and Helamakt, and com-
  memorates the day of Heler’s freezing. It is a sad day, but a necessary
  one as the people of the tulas brave the trials of winter, cold, ice, and
  hunger with only the smallest part of their god to sustain them.
  Organization
  Many clans have initiates of Heler, but few have more than one or two.
  Most tribal kings support a Rainmaker as proof of their worthiness to
  rule. Heler’s worshippers are widespread in Esrolia and Maniria, so that
  priests and large temples can be maintained.
  Holy Places and Temples
  Heler has many shrines, most within temples to Orlanth or Esrola.
  Temples of Heler exist in several cities in Maniria and Esrolia. The old-
  est, largest, and most important is Bluewater Temple at the headwaters
  of the Azure River, founded in the one place where Uroth landed in a
  valley instead of on a mountaintop as he leaped across Genertela.
  Lord of the Rains 
  Invoke with this song the powerful god,
  Renowned Heler; win him by your worship.
  A bellowing ram with his quickening streams,
  He deposits a seed of life in the plants.
  Heler the staunch, ever youthful, 
  He is the Lord of the Rains, our friend,
  Helper of Plenty, his name is a byword,
  Sheep to him sacred, Daga his foe.
  O Lord of the Rains, like a ewe yielding milk,
  Dripping honey like nectar and pure as pure waters.
  Sweet are the waters and clouds of the Storm!
  Hawk, alynx, and ram, to our chant be propitious!
  Heler, O Rain Lord, O ewe yielding milk,
  Copious rivers of sweet Rain pour forth!
  Heaven-made milk, Fall here on our Earth!
  Happy may Durev and Barntar both Plough!
  May Winds burst forth and lightnings flash,
  Plants shoot up, Storm Rains stream,
  And sap surge up in every stem!
  Heler, glad Rain Lord, release the seed!
  
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  In Maniria and Esrolia, temples always have a chief priest of Uroth, a
  chief priestess of Tarena, and a chief priest of a third subcult of Heler.
  The three jointly oversee cult and temple functions and lead all cere-
  monies. Elsewhere, the few devotees and initiates of each tribe are
  loosely organized around local shrines and holy places.
  Membership Requirements
  Initiate
  The requirements to join the cult of Heler are similar to those for Or-
  lanth Thunderous. Heler allows both men and women into his cult
  without favor to either.
  Heler’s initiates are usually in the minority, and generally obey the
  Orlanth devotees and priests. Tradition demands that they treat Elmali
  as rivals, to show everyone that the rain is closer to the heart of the
  Storm than is the aloof and distant sun. They are not required to act in
  a sexually ambiguous way, but if they do, they have the freedom and
  problems that such ambiguity gives.
  Magic Keyword 
  Physical Abilities: Endure Weather, Rain Dancing.
  Mental Abilities: Mythology of Heler, Predict Rain.
  Virtues: Brave, Fertile, Loyal.
  Affinities: l Clouds, n Rain.
  Note: Heler’s Rain magic requires sufficient cloud cover to support rain,
  either naturally or through use of magic.
  Devotee
  Devotees explore the more esoteric sides of Heler, such as his shape-
  changing nature and his fertility powers. They tend towards eccentric-
  ity, and some behave in an unsettling and androgynous manner. This
  sexual ambiguity is a liberation for many, and it is god-given, so no
  Heortling questions it.
  God-talkers, priests, and devotees of Heler have the normal preroga-
  tives of their status. They always paint themselves blue and go skyclad
  (naked) for ceremonies.
  Affinities and Feats: 
  l Clouds (Call Clouds, Command Cloud Daimon ritual, Fly up to Clouds,
  Walk on Clouds) 
  n Rain (Call Cleansing Rain, Call Fertile Rain, Call Flooding Rain, Com-
  mand Rain Daimon ritual, Stop Rain)
  
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  Subcults of Heler
  nr Ereltharol the Black Ram
  A drop of Heler escaped Ui, and it grew to be a great warrior during the
  Darkness Times. This was Ereltharol the Black Ram, who fought beside
  Vinga and protected Voriof in the Darkness. When the Great Mountain
  exploded, Ereltharol called the remaining Helerings to him, and they
  fought against Chaos to keep the center of the world whole. Finally,
  vicious Urain slaughtered the Black Ram, and his cold blood drained
  down into the wet caverns of Hell, leaving his wife Ithas bitter and cold.
  Ereltharol lives on Orlanth’s tula with the other weaponthanes, and is
  always ready for war. His worshippers are brutal by Heortling stan-
  dards, but they reserve this brutality for enemies and can be sociable
  when necessary.
  Physical Abilities: Close Combat (Spear Fighting), Fight in Rain.
  Mental Abilities: Rally Warriors, Strategy.
  Affinities: 
  n Black Rain (Chilling Rain, Demoralize Enemies, Extinguish Fires, Soak
  Through Anything, Turn Earth into Mud)
  n Rain Feats: Call Hail, Obscure Daylight.
  Secret: Last Drop (With a sudden drenching rain or a cloud of mist, the
  worshipper escapes from a foe if he is losing in any combat. No one
  sees him leave, for he flows like water around obstacles, through nar-
  row openings, and into hidden places.)
  nW Helamakt the Warrior
  After Orlanth left the tribe in exile, his
  brothers started making trouble. Heler
  called himself Helamakt, Heler the War-
  rior, and followed his lord into exile.
  He wandered alone for many years,
  and finally found Orlanth in the mid-
  dle of a battle. Orlanth was hard-
  pressed, so Heler leapt into the fray
  and shielded his lord from the blow
  even as the clouds shield the earth
  from the drying sun. Orlanth wel-
  comed his friend, who loyally followed
  him all the time he was in exile.
  When Vingkot
  finally summoned
  Orlanth back to the tribe, Heler re-
  turned with him.
  Helamakt
  
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  Mental Abilities: Mythology of Thunder Brothers.
  Affinities: 
  0 Combat (Blow Down Foe, Catch Arrows on Shield, Cutting Wind Blast,
  Entangling Mist, Shield Attack, Shielding Mist)
  n Rain Feats: Call Killer Rain Gale, Freeze Rain.
  Secret: Fighting Storm (Acts as an affinity with the following feats:
  Blinding Shadow, Falling Wind, Freezing Wind, and Searing Bolt. The
  hero can also use the secret to augment his Combat, Clouds, and
  Rain affinities.)
  Note: Worshippers of Helamakt prefer to fight with magic instead of
  weapons, and so rarely increase their Close Combat or Ranged Com-
  bat abilities to a high level.
  nM Nevala the Ewwe
  Nevala is both the daughter of Esrola and Heler (the child of their Year-
  Marriage) and a daughter of Ernalda and Uroth the Ram. She is the
  mother of the many sheep of the land, even as Urotha is the mother of
  the sheep of the sky. Some worshippers gain their core affinities from
  Heler, others from Esrola. Although most worshippers are women, men
  can worship her through Heler.
  Affinities: 
  k Sheep (Bless Ewe, Cure Sheep Disease, Heal Injured Sheep, Gather Flock,
  Increase Wool) 
  n Rain Feats: Cause Downpour, See through Rain.
  Secret: Bless Sheep (Allows the devotee to ignore Multiple Target penal-
  ties when blessing the clan’s flock. It can also augment any affinity
  used on sheep.)
  nl Tarena the Blue W
  Woman
  Tarena is the Blue Woman and is known by many names, including
  Tarhelera and Urotha; some say that she is the mother of Vanganth as
  well (see Thunder Rebels, pg. 227). Although worshipped as a separate
  deity, her followers know that she is merely a form of Heler. Using her
  various names, she is the mother of the many cloud daimones, includ-
  ing the tarenings (cloud hawks), tolings (cloud cats), and urothings
  (cloud sheep, also called urothtrorol; see Anaxial’s Roster, pg. 198).
  Worship of Tarena is uncommon even among Helerings, for she is often
  haughty or fickle. She comes and goes as she pleases, and the unsea-
  sonable rains that fall when Heler is gone are often hers.
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  Mental Abilities: Identify Cloud Entity.
  Affinities: 
  l Cloud Mother (Command Cloud Daimon, See through Clouds, Sum-
  mon [Cloud Daimon] ritual, Transform Cloud Daimon ritual) 
  l Clouds Feats: Bring Clouds Down to Earth, Command Cloud Spirit.
  Secret: Become Cloud (The devotee can transform her physical body into
  cloud. She acts as a cloud in all ways while in this form [and so may
  be difficult to harm], and can resume her natural form at any time.
  While in cloud form, all of her Clouds and Cloud Mother feats gain
  an automatic bonus of 1/4 the secret’s ability rating.)
  Note: Although all Helerings use rituals to summon cloud daimones, wor-
  shippers of Tarena can perform these feats without performing a cer-
  emony. They can even command spirit clouds!
  l
  N What are Clouds?
  Heler is a god and had many wives and children during his travels
  in the Godtime. His cloud children are daimones, but other clouds
  are spirits. Most clouds are mixed, neither spirit nor god, but instead
  potentially either. At some times, the clouds are clearly daimones,
  which Helerings can easily summon. The clouds that come from the
  southwest are easier for a Helering to manipulate than for other
  wind worshippers.
  In Hero War terms, a Heler worshipper trying to affect the clouds must
  overcome a resistance of 14 when it is a Helering daimon. When the
  clouds are spirits or have a mixed nature, they resist with their Might
  or other appropriate ability. Heler’s Command Cloud Daimon feats
  work on clouds of mixed nature with an improvisational modifier,
  but do not affect true spirit clouds. Only Tarena worshippers can actu-
  ally summon a daimon from the God Plane.
  Clouds are shapechangers, and only a few have an unchangeable
  form. Most urothtrorol can, for instance, appear in the form of a
  hawk or alynx just as easily as a ram. Most subcults call forth spe-
  cific forms. Tarena worshippers, for instance, have magic that calls a
  cloud in a specific form, and they may not use a feat to summon a
  cloud daimon in the “wrong” form. Most subcults specifically wor-
  ship Heler as a sheep, and so Nevala and Ereltharol can only sum-
  mon cloud sheep, not cloud cats or cloud hawks.
  
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  no Uroth the Blue Ram
  Uroth the Blue Ram is the primary form taken by Heler. He has shaggy,
  blue wool, brass thunder hooves, and powerful horns. In this form, he
  leapt from mountaintop to mountaintop across all of Genertela. After
  each leap, he married a goddess and fathered sheep, clouds, or other
  creatures. This is also how Heler appeared when he led the Helerings to
  war in God Time, when he defended his children against raiders, and
  when he met with Orlanth and became an ally instead of a foe.
  Physical Abilities: Charge, Close Combat (Spear Fighting), Leaping.
  Mental Abilities: Seduction.
  Virtues: Lustful.
  Affinities: 
  n Ram (Batter Foe, Bless Ram, Climb Anywhere, Endure Cold, Great Leap,
  Lead Followers) 
  l Clouds Feats: Call Ram Cloud, Call Thunder.
  Secret: Pass Barriers (Like water smashing through a gate, the worship-
  per can bypass strong barriers, whether shield walls, fortified moun-
  tain passes, strong doors, rings of warriors protecting enemies, or any-
  thing similar. This does not protect him from enemy attack.)
  nJ Voriof the Shepherd 
  Voriof is usually the son of Orlanth and Ernalda, but some myths give
  Orlanth and Helera as his parents, others Heler and Ernalda. He is part
  of Orlanth, worshipped at times by all Heortlings. All Heortling males
  spend their childhood as members of the “cult” of Voriof the Boy (just
  as their sisters worship Voria), although they learn no magic. All boys
  leave the childhood cult upon becoming adults (see Thunder Rebels,
  pg. 58). Voriof is also one of the Four Providers, whose loyalty to his flock
  is an example of dedication to duty. Finally, he is praised as the guide
  who saved many Heortlings from death by making them part of his
  flock, thus allowing him to protect and lead them.
  Membership Requirements: Only men can worship Voriof.
  Affinities: 
  J Herd Sheep (Bless Lamb, Dominate Ram, Find Sheep, Sense Predators,
  Stay Awake) 
  n Rain Feats: See through Mists, See through Rain.
  Secret: Defend Flock (Acts as an integrated passion spirit giving a bonus
  of 1/4 the secret’s ability rating to any ability used by the devotee in
  the course of defending his flock.)o
  
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  nu Yuhurol the Golden Ram
  Yuhurol is the son of Heler and Esrola, the child of their Year-Marriage.
  When Orlanth rescued Heler from Aroka, so great was his joy at being
  alive again that he came to Esrola as the golden ram, and his rains fell
  to the earth as Yuhurol. Heler can call down magic rains to heal plants,
  men, and animals, and these fall to earth as the rain that is like light.
  Evil gods captured Yuhurol in the Great Darkness but could not destroy
  him, and so Orlanth freed him on the Lightbringers Quest and he
  returned to the world at the Dawn.
  Mental Abilities: Brew Healing Potion, Treat Poison.
  Virtues: Merciful.
  Affinities: 
  u Healing Rain (Call Purifying Rain, Call Soothing Rain, Enchant Heal-
  ing Rainwater, Restore Vitality, Wash Away Blood)
  Secret: Cleanse Ill Health ritual (This ritual calls down a magic rain that
  can heal the wounds and sickness of any living being it touches. It
  allows the devotee to ignore Multiple Target penalties when using any
  healing affinity on either people, animals, or plants, depending on
  the rain that he calls.)
  Divine Retribution
  Heler is generous and tolerant, dif-
  ficult to anger. As such, he has no
  agents of reprisal of his own that
  specifically plague his worshippers. 
  When offended, Heler simply with-
  draws his protection against Daga
  so that the apostate’s clan suffers
  some sort of drought, impotence,
  or other dryness until he repents
  or finds some means of driving
  the Daga spirit away. Worship-
  pers are also subject to the nor-
  mal pantheon agents of reprisal.
  An Urothtrorol, or Cloudsheep
  
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  0
  Humakt
  God of War, Death, and Oaths
  Orlanth’s fell brother, noble Death-Finder,
  Humakt is guardian, protector from foes.
  Humakt brought Death to ennoble and free us,
  Gave us struggle to make our lives full.
  Humakt is the god of fighting and oaths. He is the greatest fighter and
  warrior in the Storm Tribe. He lives especially in swords; his magic is to
  fight, kill, and destroy. Even Great Orlanth made peace only when
  Humakt agreed to end the Darkness. Humakt does not allow his wor-
  shippers to return from death.
  Mythology of Humakt
  Humakt is a child of Umath, hence one of Orlanth’s brothers. The Evil
  Uncles initiated Humakt and the rest of his brothers in an attempt to
  kill them. They threw Humakt into the Pit of Conflict. Instead of dying,
  he defeated all of the other combatants, then climbed out of the Pit on
  a ladder made of their weapons.
  In the Storm Tribe Age, Humakt sought his own true power during the
  mythic era. He went to the Cosmic Mountain and learned how to fight
  from ancient Kargan Tor, but he was not satisfied with this knowledge.
  He went to places where no one had been before and discovered his ulti-
  mate power. He showed it to another god (now called Havan Vor), who
  died. When Humakt saw what his power was capable of, he resolved to
  use it cautiously and wisely. However, Eurmal stole Death for Orlanth,
  who used it incautiously and unwisely. This released the power called
  Old Death into the world. It traveled rapidly from hand to hand, and
  people and deities began to die.
  Theft among kin is forbidden, and when Orlanth broke that bond
  Humakt severed their kinship forever. He set out across the world to
  recover Death. It had spread everywhere and the world was full of those
  poor creatures that were its victims, for they had no place to go.
  
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  Humakt showed Havan Vor the Doorway to the Underworld, then used
  that knowledge to separate the living from the dead. The latter col-
  lected into Humakt’s special place, called the Underworld.
  With each victory, Humakt regained more of the Old Death and put it
  under his control, creating Death. The smaller entities were easy, the
  moderately powerful ones more difficult, and the great gods the hard-
  est of all, but Humakt never failed. At last, he confronted his greatest
  foe: his own former brother, who had begun this disaster. Orlanth resis-
  ted, insisting upon obedience, but Humakt enforced his own Justice.
  Humakt was stronger, and so killed Orlanth. Humakt then showed the
  secret of his honor and justice and let his brother rise again through the
  Lightbringer’s Quest. Afterwards, Orlanth acknowledged Humakt’s
  proper place.
  Manifestations
  Humakt is present in every weapon (especially the swords of his wor-
  shippers) and in every oath taken. Wolves, ravens, and eagles, the scav-
  engers of the battlefield, follow him.
  Humakt’s greatest worshippers bear his power in the world. They are
  experts at fighting, killing, and Death, and would rather die than break
  an oath. They are Living Death, and everyone feels Humakt’s presence
  when they are nearby.
  Icons and Images
  Humakt carries a sword as his
  weapon, and often a naked
  sword is his only image. His
  worshippers always own a
  sword, for without it they are
  no better than other men. 
  Wealthy worshippers may have
  an ornamental sword for dis-
  play (often with easily-pried
  off gems in the hilt for ready
  cash) as well as their working
  sword. Given the need, any
  member will keep the working
  sword and sell the ornamen-
  tal blade.
  Humakt
  
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  Otherworld Home and Life After Death
  Sword Hall lies at the bottom of the measureless Cliffs of Shadow, where
  a broken gash called the Vale of Death would let dead air into the
  Storm Realm if not for Humakt. From the House of Death, initiates may
  leave by one of four doors. The first leads to the Storm Tribe Age, before
  Humakt became one with Death. The second leads to the Vingkotling
  Age, when Humakt was a mere warrior of Orlanth. The third door leads
  to the Chaos Age, when Humakt gathered all of the pieces of Old Death
  and sent all of the living to death. The fourth door leads to the Sky
  World, for Humakt traveled through all of the worlds on his quest. No
  door leads to the Underworld, for worshippers know that Sword Hall
  contains the entire Underworld within its vast, dark halls. Instead,
  doors inside the hall lead to the underworlds of other gods.
  After death, worshippers fight to prepare for the next divine battle. Each
  day they chop each other into pieces, then heal to do better next time.
  Worshippers are never resurrected, for Death does not release his grip
  on those who love him.
  The cult cares little about what happens to the corpses of their dead,
  save that they not rise again. Heortling custom requires that they bury
  Humakti without cremating them. At funerals the Humakti stand
  aside, watching the Orlanthi work to honor Death. God-talkers bind the
  corpse on a board, sword in hand, and bury it horizontally in the urn-
  field . The god-talkers perform an augury to select a burial site that will
  not disturb the ancestors. (Many Humakt temples have their own grave-
  yards to keep their dead separate.) The Orlanthi sing a song of victory
  as they work, careful to never let it stop, and directly on top of the grave
  they sacrifice a black bull to Humakt. They then hold the feast in the
  urnfield. Humakti never go back to the site, and never mourn the dead.
  They stick the deceased worshipper’s favored fighting sword into the
  grave, and these ancient blades stand amidst the fields of many Heort-
  ling cemeteries. No one touches them, for anyone who does so is cursed.
  Jonstown Compendium #299,234
  These things it is fitting to fear:
  Night without flame, Clan without cattle;
  Gors without a blade, Beer before battle.
  Scorn from a woman, Trickster’s kiss wet;
  Anger of a brother, Chief’s challenge unmet.
  Crime against kinsfolk, A bride’s satire biting;
  Hearth without children, Predark’s close sighting.
  Praise without wisdom, Words without thought;
  Courage lacking honor, effort come to naught.
  
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  Natuure of the Cult
  Humakt is Honor, the guardian of oaths who ensures that those deeds
  sworn in his name happen. He also punishes those who swear on his
  name and do not deliver, whether or not their failure is intentional.
  Thus, people swear only the most solemn oaths by his name.
  Humakt is War, the greatest fighter of the Storm Tribe. Heortlings invoke
  him before battle, and he is the patron of many warbands, both clan
  and mercenary. People fear his worshippers, but they are also usually
  the greatest warriors in the clan, so everyone respects their prowess.
  Humakt is Death, always ready to take everything when its time is up.
  Although death is a part of the universe, it is tinged with sorrow and
  fear. People fear death, and the Storm Tribe acknowledges Humakt and
  so gains protection. His initiates serve him by obeying his rules of
  Justice. He encourages honor and courage, and disdains pointless
  slaughter. He keeps the road to Hell well populated with warriors, both
  Humakti and their foes.
  Humakti is also something greater than Death, which only his wor-
  shippers can learn. He is the Separator and the Divider, and he con-
  quered Death. He separated the living from the dead, the honorable
  from the deceitful, and the strong from the weak. Despite their fear and
  lack of understanding of Humakt, everyone benefits from his presence.
  Humakti carry the unspeakable burden of dealing with death so that
  others do not need to.
  Attitudes and Relationships
  Humakt forbids maintaining a body after its soul has left it. Gods and
  spirits that create zombies, skeletons, vampires, and other undead are
  anathema to Humakt, and his worshippers oppose any such actions.
  The necromancer Delecti and the vampire cult of Vivamort are partic-
  ular targets of Humakt’s wrath.
  Humakt has a good working relationship with most war gods, espe-
  cially those that teach their worshippers honorable practices. His wor-
  shippers respect even most foreign warrior deities. The Uz god Zorak
  Zoran is an exception. He is a bloody-handed slaughterer motivated
  primarily by hate and vengeance, but his greatest offense is that he reg-
  ularly raises corpses to Unlife. Humakt and Zorak Zoran always fight
  when they meet, and their worshippers may never be on the same side
  of a struggle.
  Humakt does not single out Chaos as a particular foe, for it is merely
  one enemy among many. Since most Humakti are members of Heort-
  ling society, however, the cult generally supports that battle.
  
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  Mode of W
  Worship and Sacrifices
  Humakt receives worship before every battle, even in clans with no ini-
  tiates. Orlanth himself asks for Humakt’s blessings and help in many
  stories. His rituals are warlike, and most resemble battle or the wapen-
  take. Ritual combat is a usual feature of worship ceremonies.
  The Lord of Death accepts sacrifices of black bulls, black rams, and
  black roosters for most sacrifices. Some rites require that worshippers
  sacrifice swords to him. Occasionally, Humakt demands human sacri-
  fice, which Ana Gor performs for him (see pg. 192).
  x
  The Humakt DDuel
  x
  The Code of Humakt requires that worshippers settle any disagree-
  ment with a duel. The formal rules for these duels are simple:
  1.
  Always fight other Humakti fairly.
  2.
  Honor the fallen.
  3.
  Maintain strict truth and confidence.
  In practice, worshippers can interpret these rules as they see fit. In
  general, most worshippers adhere to the following principles during
  duels :
  �
  The duel applies only to Humakti. All involved parties know that
  honor and trust are foremost in the minds of the fighters, and a
  Humakti will only accept a challenge from a non-Humakti if
  they are certain of his honor.
  �
  The combatants determine how long to fight. Generally, they
  fight to first blood, so that the contest ends as soon as one par-
  ticipant wounds the other. Humakti may fight to the death over
  serious matters if both parties agree, although some bands and
  temples prohibit lethal duels.
  �
  Humakti may use any magic except Humakt’s Death secret.
  Occasional worshippers have taken advantage of this by using
  foreign magic (such as by trading feats with a Goldentongue
  worshipper; see pg. 116).
  �
  The loser must pay some reward to the victor, agreed to before-
  hand. This prize absolves each of the combatants of any further
  obligations.
  
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  Holy Days
  Humakt’s cult does not celebrate a weekly holy day, for Death is always
  present in the world. Worshippers hold special rites during the Death
  Week of each season. On those days, they offer sacrifices, swear oaths,
  and venture into the Other Side to acquire gifts and geases (see pg. 98).
  0 W a v e k i l l e r  D a y
  Water Day, Death Week, Sea Season
  This holy day celebrates when Humakt led the Storm Tribe to victory
  over the Sea Tribe. Humakt himself killed Worcha the Fang at the
  Trembling Shore and turned back the fiercest waters. Whenever people
  find dead waters now it is because of this victory.
  e Smithing Day
  Fire Day, Death Week, Fire Season
  Humakt travels to the Underworld for the first time and finds the Sword
  of Death. He swears to wield it honorably, and to never allow it to leave
  his hands. All of Humakt's worshippers acknowledge that their god
  failed in this task. However, they also know that only by failing and
  redeeming himself did Humakt attain true Honor.
  New weapons are blessed on this day. Swords started or finished on
  Smithing Day are better than other weapons, and occasionally have a
  minor magic effect. A sword started on one Smithing Day and finished
  on another is doubly blessed, occasionally with something special. A
  sword started and finished on the same Smithing Day is even better.
  0 Day of Standards
  Clay Day, Death Week, Earth Season
  Having gained Death, Humakt became the greatest warrior of the
  Storm Tribe. He frequently led Orlanth’s warband, even though he was
  one just a warrior, because he was so skilled.
  On this day, worshippers honor all Humakti warband wyters in special
  ceremonies. The rites often include heroquests to gain new powers for
  the warband. Many Heortlings call this Peace Day, for the Humakti are
  usually off in the Otherworld.
  0 Dark Death Day
  Freeze Day, Death Week, Darkness Season
  Orlanth’s betrayal loosed the power of Old Death into the world. Many
  dishonorable gods took and wielded the power, perverting its use to
  evil, disease, and undeath. Humakt created the Darkness so that he
  
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  could better tell the good things from the bad, for only he could see
  clearly by the Light of Death.
  On this day, worshippers celebrate Humakt’s recovery of Death and his
  protection against misuse of its powers. Although most people equate
  this day with his fight against Unlife, Humakti also fight ritual battles
  against those gods who misused Death (such as Zorak Zoran) or per-
  verted it (such as Malia). Warbands of Humakti often raid a local tra-
  ditional foe on this day. Although the community praises their actions
  if they are victorious, many clans fear that the Humakti might bring
  down the wrath of that foe upon them.
  0 0 Death Day
  Winds Day, Death Week, Storm Season
  Death Day is Humakt’s high holy day, worshipped by all Heortlings.
  Although outsiders call it his birthday, it actually commemorates the
  slaying of Grandfather Life and thus the “birth” of Death. They tell the
  Sword Story, and all worshippers view the creation of the Underworld.
  They mourn the ways that the gods abused Death before Humakt
  regained it, then see how Humakt mitigates and controls Death with
  his deep truth.
  0 True H 
  Honor Day
  Clay Day, Luck Week, Sacred Time
  This rite is held in secret the day before Orlanth leaves with the
  Lightbringers. All Humakti leave the clan or temple and travel to a
  secret place; any non-worshipper that treads on the sacred ground at
  this time or spies on their rite dies. The Humakti reenact the final bat-
  tle between Humakt and Orlanth over Death and Honor. At the end,
  Humakt’s honor and mastery are unquestioned, and he kills Orlanth
  and sends him to Hell for his sins.
  Dedicated Orlanth worshippers who seek to go on the Lightbringer’s
  Quest may apply to the Humakti to participate in the rite in Orlanth’s
  place. If they are successful, the Humakti include them in the rite and
  thus speed their travel into the West.
  O The Death Light of the Shining Sword O
  The swords of Humakti are always shine, and often flash when they
  are first unsheathed. This Death Light is bright enough for Humakti
  to see around them as if it was day, but non-Humakti cannot even
  see the light. Sometimes a Humakti’s sword glows brightly enough to
  light a passage through darkness or to be visible to non-Humakti.
  
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  Organization
  Humakti either remain with their clan or join independent warbands.
  Most clans have one or two initiates, and clans regularly threatened by
  undead often have more. Those worshippers are part of the clan war-
  band, and on their seasonal holy days generally travel to a shrine
  where a devotee leads services. Mercenary warbands exist outside of
  the clan system, centered upon particular temples. Such warbands
  usually stay in the same locale, but they may accept commissions as
  far away as Prax, Fronela, or even Pamaltela.
  Most Humakt “temples” are actually just warbands, called battalions
  (see pg. 105). They are autonomous; if cooperating warband leaders
  cannot agree on a course of action, they settle the matter with ritual
  combat (see pg. 91). These warband temples are located where Humakt
  or his heroes did their great deeds. Certain holy swords are special to
  the god, and count as mobile shrines. In Sartar, the most famous of
  these is the Wooden Sword, which formed the center of a hero band
  that was active for several years following the Lunar invasion.
  Membership Requirements
  Humakt has no gender bias — men and women are equally welcome.
  He also welcomes all races as long as they are warriors and swear to
  keep discipline and uphold the cult’s Code of Honor. Few non-humans
  (especially Chaos creatures such as broo and bagogi) can maintain this
  0
  The Death House
  0
  Some cities have an actual temple to Humakt, commonly called the
  Death House, which protects an image and sacred regalia. It also
  commonly houses a resident devotee and permanent warband. The
  Death Houses also serve as contact points for mercenaries and those
  that seek to hire them.
  “I am you, sword.
  Give me little death. 
  Keep me safe.”
  — Entry words for Humakti
  With these words, any Humakti may request lodging and board at a
  Death House. The only guarantee (even for permanent residents) is
  a place to lie down and sleep (the “little death”) in or near the site,
  with a sentry on duty if needed. In slang terms, there is a Wake Floor
  and an Awake Floor, the former where visitors sleep and the latter
  where they gather. Some Death Houses support Death Swords.
  
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  discipline for long, so few join. Temples naturally attract locals and
  thus tend to be singular in make up. Most Heortling temples, in other
  words, have only human members. Similarly, a few Aldryami temples
  exist, and one famous Uz temple operated for a short time in southern
  Sartar among the Sazdorf Clan.
  Initiate
  A prospective initiate must have a Humakti battle comrade as a spon-
  sor. He must prove his skills and commitment to the leader of the war-
  band. Initiation reenacts Humakt’s own initiation in the Pit of Conflict.
  The candidate then performs the Severing (see pg. 96), cutting all rela-
  tionships to his kinfolk and other deities. He wanders the mythic world
  searching for the power of Death; when he finds it, he takes one gift
  and its attendant geas from Humakt. If successful in all things, he
  returns to the world an initiate of Humakt.
  Initiates have all normal requirements. They are subject only to their
  god, their temple, and their Sword (devotee). They must fight with the
  warband whenever called, and must uphold the Code of Humakt. Their
  corpses cannot be animated and turned into undead.
  The Humakt cult maintains good relations with Chalana Arroy (specif-
  ically with the Arroin subcult), so that warriors know they will receive
  first aid for their battle wounds. Humakti often receive training in
  mundane healing abilities so that they can minister to themselves and
  their compatriots.
  When Humakti come, children run screaming, women lock doors, and
  ordinary farmers look away. No one dares look at Death. Humakti are
  social misfits, killers rather than ordinary fighters, and most Heortlings
  avoid contact with them. The cult attracts people who do not fit into
  society, and who are glad to accept the separation from normal place
  and kin that the cult requires. Most people see Humakti initiates as
  obsessive about death and ignorant of the joys of real life. Other war-
  riors are uncomfortable around Humakti, for even the warmest sub-
  cults are chilly by Heortling standards.
  A worshipper of Humakt created using the Hero Wars rules belongs to
  the Hu the Sword subcult by default.
  Magic Keyword
  Physical Abilities: Close Combat (Dagger Fighting, [Sword] Fighting), Craft 
  Weapon.
  Mental Abilities: Mythology of Humakt, Recognize Lie, Warband Tactics.
  Virtues: Brave, Honorable.
  Affinities: 0 Death, x Honor.
  
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  Devotee
  Humakt’s devotees are called Swords. They have all normal require-
  ments of both devotees and Humakti. Swords who leave the cult are
  cursed by Humakt (see Divine Retribution, below). Humakt has no ded-
  icated priests or god-talkers, even at his temples. The Swords conduct
  all religious duties for their battalions or other followers.
  Devotees must take at least one gift and one geas upon becoming a
  sword. They may take more by undergoing heroquests, but after the
  third gift their geases become more stringent (see pg. 98).
  0
  The Severing
  0
  A person who joins Humakt truly erases his former relationships (see
  “Sundering Family Ties” on pg. 63). As such, he does not receive any-
  thing that would normally come to him from his kin or community.
  Without kinship, a Humakti is not a member of a bloodline or clan.
  His former kin are not responsible for his crimes , nor can he collect
  wergild for crimes done to him. He does not help pay clan fines, nor
  does he collect anything when his bloodline receives gifts. Anyone
  who has a quarrel with a Humakti must deal with him directly, with-
  out the official support of Heortling law.
  The worshipper also cuts contact with other gods, leaving Humakt as
  their sole source of magic. Humakti take no benefit from community
  worship (and so cannot use divine aid), although they must still par-
  ticipate in the communal rites.
  d
  The Resheathing
  d
  A ceremony exists that allows Humakti to live and operate within
  Heortling society. The first time that this occurred was after Orlanth
  proved to Humakt that he could be honorable. In the Underworld,
  Humakt and Orlanth came to a new agreement, and there forged the
  simple rules that allow them to work together.
  Individuals can undergo this rite after initiation. It is an Orlanthi
  rite, done as part of the One Day ceremonies (see Thunder Rebels, pg.
  215). Although the rite does not enable a Humakti to use divine aid
  or otherwise benefit magically from membership in the community,
  it allows him to remain in society without his actions bringing down
  divine wrath upon his kin. It also ensures that the rest of the clan will
  accept him, although it can never erase the fear that others feel
  around him. It also brings him inside the authority of Heortling law,
  so that he must pay and be paid fines and wergild as normal.
  
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  Mental Abilities: Initiate to Humakt, Perform Sacrifice, Pray to Humakt.
  Affinities and Feats: 
  0 Death (Bless Corpse, Death Song Berserk, Fight Undead, Lay Ghost, Visage
  of Fear) 
  x Honor (Empower Oath, Know Truth, Sense Ambush, Sever Relation-
  ship, Shame Coward)
  Secret: Death (Acts as a mystic strike; if the target’s AP are driven to 0 or
  below he dies. The power of Death manifests differently in each per-
  son — some cause death with a glance, other with the cut of their
  sword, and still others by the touch of their shadow.)
  Note: Humakt is unusual in that his secret stems from the core deity, not
  from the subcults. Thus, devotees of all subcults who choose to learn
  the secret all learn the same one.
  Death Sword (Disciple)
  Disciples of Humakt are called Death Swords. They are Death manifest
  in the world. They radiate their power around them so that plants do
  not grow near their temple, children sicken, and even the air is chill
  and stale. Old people sometimes stumble and crawl close to a Death
  Sword simply to end their lives.
  A Death Sword dedicates his life to Death. He spends his life killing,
  practicing, sacrificing, praying, and teaching Death. He must have the
  permanent backing of a large warband. He must have a rating of 1W2
  or better in Close Combat, Recognize Lie, Mythology of Humakt, Brave,
  Honorable, and at least three affinities. He must know at least three
  fighting styles or Close Combat weapon skills. Finally, he must have at
  least three gifts, and know Humakt’s secret.
  All normal people fear Death Swords, for their dedication to Death sur-
  passes all social responsibility. Normally, Humakti undergo the Re-
  sheathing and practice honor within the larger Heortling social con-
  text, but disciples transcend society; they respect only cosmic honor.
  Such dedication has often brought these powerful individuals into con-
  flict with those living humans about them. Some have become utterly
  and totally lost in the grip of their god, becoming a sword of Death
  among the living. The three most notorious are well known. In the
  Dawn Age, Harstarkus wiped out ten villages to keep people from
  spreading a deadly plague. He eventually succumbed to the illness
  himself and fell on his sword. Fifty years later, Borogos the Terrible ran-
  domly murdered women and children, but was allowed to live because
  he hated Gbaji so much. In the Imperial Age, Jononrol the Fearsome
  killed everyone in three towns because they feared him. He shouted,
  “Fear me not, or you fear Life itself.” Only Great Herand managed to
  stop him, for the Wind Lord loved life and did not fear death.
  
  0
  Humakt’s Gifts and Geases
  x
  Humakt gives magical gifts and geases to worshippers. Although we provide a list of common gifts below, the spe-
  cific gifts and geases available differ from temple to temple. All gifts and their associated geases are based on the
  same truth: by properly emulating Humakt, an initiate becomes more like his god. The recipient may choose
  whatever gift he desires, but he must also assume its concurrent geas. The geases taken by a Humakti may have
  much or little impact on his career. Breaking a geas is a serious infraction, and subjects the worshipper to the
  Swordbreaker curse and possible Personal Magic Penalties (see Thunder Rebels, pg. 80).
  Receiving a gift and geas is a special event, done only on a holy day. Each gift requires a different heroquest.
  Worshippers may take some gifts multiple times, but this increases the geases associated with them. For example,
  a devotee can take +10 to a specific Sword Fighting skill, but then cannot use any non-Sword weapon. The nar-
  rator may prohibit heroes from taking some gifts and geases twice.
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  Gift
  Effect
  Geas
  Hu’s Combat Blessing
  +5 to any [Sword] Fighting skill.
  Never use one type of non-sword
  weapon (e.g., mace, spear, axe, 
  bow, etc.).
  Kargan’s Combat Blessing
  +5 to a Humakt or Warrior keyword ability
  Remain silent one specified day
  (except a [Sword] Fighting skill). With the
  of the week.
  narrator’s permission, another ability (such
  as Strong) may receive the bonus instead.
  Makla Mann’s Blessing
  Begin Sense Assassin ability at 12 or raise it
  Never participate in an ambush
  by +5.
  or otherwise attack someone in
  secret or from hiding.
  
  Yan Starcere’s Armor Blessing
  Increase a specific set of armor’s armor rank
  Never lie to outsiders.
  by 3
  Harstarkus’ Blessing
  Gain the physical abilities of Resist Poison
  Never use poison.
  and Resist Disease at a rating of 12 each, or
  raise one of these abilities by +5.
  Li Phanquann’s Blessing
  Begin Sense Undead ability at 12, or raise
  Additional 10% duty to the cult.
  it by +5.
  Inginew’s Sword Blessing
  Raise one sword’s weapon rank by 5 against
  Never accept magical healing.
  a specific foe species.
  Hu’s Sword Blessing
  Raise one sword’s weapon rank by 5 against
  Never accept healing from a
  all foes.
  non-Humakti.
  Kargan’s Weapon Blessing
  Raise one non-sword weapon’s rank by 5
  Never sleep in any building
  against all foes.
  except a temple of Humakt.
  Rigsdal’s Blessing
  Begin Sense Enemies ability at 12, or raise
  Never accept reward, payment, 
  it by +5.
  or gift from any but your
  commanding officer.
  Efrodar’s Blessing
  Gain the Mental Ability of Survive Battle
  Never leave a battle while it is
  at a rating of 12 or raise it by +5.
  being fought.
  Jononrol’s Blessing
  Recover 1 AP per round during any physical
  Never refuse a challenge to
  combat as long as AP are above 0.
  one-on-one combat, even from
  non-Humakti.
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  Subcults and Hero Cults of Humakt
  Humakt’s cult is unusual in that all devotees learn the same secret, re-
  gardless of the subcult to which they belong. Because of this, nothing
  distinguishes Humakt’s subcults from his hero cults. A devotee may
  learn the Death secret through any Humakt subcult, even if it offers
  only a single feat, as long as he meets all other requirements.
  00 Efrodar Blackhands
  Efrodar Blackhands founded the first all-Humakti military unit. Most
  simply call him the Leader of Battles. His worshippers are the senior offi-
  cers of Humakti battalions (see pg. 105). His magic affects the morale
  and battle prowess of units of men. Multiple target penalties apply norm-
  ally, and so it is wise for a leader not to rely upon it alone for success.
  Membership Requirements: Must have served as a Ten-thane in at least
  two different battles.
  Mental Abilities: Survive Battle.
  Virtues: Disciplined, Obedient.
  Affinities: 
  W Battle Command (Orderly Retreat, Rally Warriors, Stand Fast, Unbreak-
  able Formation, Voice of Command)
  00 Hiia Swordsman
  The Grazelanders adopted this one-armed warrior from Kethaela around
  1360. For thirty years, he fought Uz, Lunars, and Heortlings. Despite his
  successes, during his life the cult of Humakt was small among his
  adopted people, and after his death it all but died out. The Feathered
  Horse Queen revived the cult and transformed it into her personal
  bodyguard. Hiia’s worshippers still guard the Feathered Horse Queen.
  Hiia’s followers only rarely allow a non-Grazelander to join, and then
  only if he can already ride and fight on horseback. The Grazelanders
  forbid Hiia’s worship among the vendref (Heortling slaves). Worshippers
  fight with sword and shield, even when mounted. They decorate their
  shields and armor with shells. They may never use poison in any form.
  Membership Requirements: Be accepted into the bodyguard of the
  Feathered Horse Queen.
  Physical Abilities: Close Combat (Sword and Shield Fighting).
  Virtues: Arrogant, High-spirited, Loyal.
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  Affinities: 
  0 Strongblade (Cut Metal, Cut Stone, Cut Wood, Truesword Stroke, Un-
  breakable Blade) 
  0 Death Feats: Fight to the Death, Slay Spirit.
  00 Hu the Sword
  Hu is the face of Humakt most often seen by the rest of the world.
  Followers of Humakt the Sword are the masters of sword combat, and
  live up to the common expectation that a Humakti be stern and grim.
  They disdain all other weapons, even if they do not have a geas that
  requires them to.
  Virtues: Fatalistic, Taciturn.
  Affinities: 
  0 Sword Combat (Cut Deep, Decapitate Foe, Great Blow, Sword Help,
  Truesword Stroke) 
  0 Death Feats: Shield Destroyer, Weapon Destroyer (this feat will not de-
  stroy swords, only other weapons).
  00 Indrodar G 
  Greydog
  Indrodar Greydog was a weaponthane of Queen Lismelder at the time
  of the Mad-Blood War. In addition to all the normal duties of a war
  thane in troubled times, he sought for seven years in the Upland Marsh
  for the corpse of his queen. In those horrible times he learned special
  ways to destroy zombies, release ghosts, and destroy bones with a sword
  touch. He learned magic that was better because it was more specific to
  the needs of his people. He is now well known throughout Sartar.
  His shrine in the Lismelder lands has many initiates, and Humakti
  come from all of the nearby clans to Indrodar’s Necklace to learn these
  powers. Once in their life, any worshipper who has obtained the magic
  must go on a quest into the Marsh. This may be done at their choice,
  but they must go if ordered by the cult.
  Virtues: Dedicated, Hate Undead.
  Affinities: 
  0 Destroy Undead (Crumble Bones, Decapitate Zombie, Rend Ghost)
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  C u r i o s i t i e s o f S a r t a r: A  Death Drake
  The duck people of Sartar are reknown for their adoration of the Death God
  (who in their accent is called “Hueymakt”). Many hold the alliance of this
  diminuative, almost comical people with the dread Death God to be just
  another fathomless mystery of Dragon Pass. In fact, the durulz are sworn
  to destroy Delecti, and they find Humakt’s anti-undead powers useful in
  the accomplishment of that goal.
  
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  0e Ingineww Redson
  In the Gods War, Humakt lost his original sword and needed replace-
  ments, so Inginew made them for him. Inginew’s father was Gustbran
  the Smith, but Inginew specialized and so surpassed even his father. He
  made many famous blades: the Diamond Blade; the first sword forged
  from iron, called Uz-Cleaver; Mazta’s Invisible Sword; the Wind Sword;
  and many others. Initiates first learn metallurgy and basic weapon craft-
  ing, then may learn to enchant metal and make magical weapons.
  Membership Requirements: Know Craft Weapon at 5W or better.
  Mental Abilities: Work Iron.
  Affinities:
  6 Sword Enchantment rituals (Enchant Bronze, Enchant Iron, Enchant
  Silver, Imbue Sword with Magic, Strengthen Metal) 
  0 Death Feats: Enchant [Banesword] ritual.
  00 Kargan the W 
  Warrior
  Followers of Kargan say the Sword is only a symbol, and that Humakt
  resides in all weapons. They attempt to prove this through their deeds,
  and so the warriors are masters of weapons and styles of combat. Many
  roam the world simply seeking unusual weapons and fighting styles.
  Despite their protestations, only their swords, and not their other
  weapons, glow with the Death Light of the Shining Sword.
  Physical Abilities: Close Combat ([Weapon] Fighting), [Fighting Style].
  Virtues: Boastful, Independent.
  Affinities: 
  0 Combat (Blinding Fury, Disarm Foe, Great Blow, Unbreakable Weapon,
  [Weapon] Help) 
  0 Death Feats: Shield Destroyer, Terrify Opponent.
  00 Li Phanquann
  Li Phanquann was active in the Imperial Age, working for the Empire
  of the Wyrm’s Friends. He came from the Far East, and Humakti call
  him the Eastern Hero. He knew a way to sense the power of Unlife, and
  led a famous expedition through the Wastes to destroy them. He even
  wounded the evil vampire god Vivamort in the Underworld. His magic
  is widespread now among Humakti.
  0 Death Feats: Detect Undead, Wound Vampire.
  0
  
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  00 Makla M 
  Mann
  Makla Mann means “Unfailing Bondsman.” Humakti revere Makla
  Mann because of his unbreakable loyalty, and sacrifice to him when
  they feel weak. Makla Mann never failed in his true loyalty, although
  everyone including his own cult brothers told him to and fought to
  make him do so. Yet he never wavered, and stories of his loyalty have
  even passed outside his cult.
  Only initiates know the truth behind these tales. They began during the
  Gbaji Wars when a Humakti would not abandon his lord, Arkat the
  Betrayer. Despite the condemnation of his temple, the worshipper
  proved that his actions were not wrong because his sword never broke.
  Virtues: Loyal, Ruthless.
  Affinities: 
  x Loyalty (Fight to the Death, Inspire Loyalty, Sense Disloyalty, Stand
  Loyal)
  Disadvantages: Worshippers may receive no healing from Chalana Arroy
  healers.
  01 Rigsdal
  Rigsdal is the Night Watchman who guards the stead when Humakt and
  the other weaponthanes leave at night. Worshippers call him “Hu-
  makt’s Eye,” because he always watches the sky even when Humakt
  cannot. When Eurmal first came sneaking onto the tula, Rigsdal who
  saw him despite his illusions. He reported his presence to Humakt, who
  thus gained the Sword of Death, which Eurmal had stolen.
  For the full Rigsdal keyword, see pg. 230.
  x Honor Feats: Identify Traitor, See Past Illusion.
  00 Yan Starcere
  In the Dawn Age, Yan Starcere was a great defender of the innocent
  against monsters, whether of Chaos, Dara Happa, or the sorcerers.
  Even many non-Humakti remember him as a wandering protector. He
  has several shrines, from Maniria to Tarsh. His worship is widespread,
  and many worshippers join his subcult solely to learn his special feat,
  which can only be learned and retained by adhering to his virtues.
  Virtues: Gallant, Independent.
  Feat: Parry Blow.
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  Divine Retribution
  Humakt has no daimones that serve as agents of reprisal. Instead,
  Humakt himself curses all apostate worshippers. This curse is the
  Swordbreaker, which no Humakti can fight or resist. It shatters any
  sword picked up by a member who has broken the Code of Humakt.
  Humakt punishes those who abandon him completely by robbing them
  of their gifts while increasing the magnitude of their geases.
  The Thousand Humakti
  Humakti warbands have formed in
  the past that number hundreds of
  members. These Humakti Battalions
  are military units with the iron dis-
  cipline necessary for deadly effici-
  ency. Efrodar Blackhands founded
  the first such military organization
  in the Dawn Age to fight against
  Gbaji. Many of the original battalions
  have maintained a presence since
  then, although often with only a cou-
  ple of dozen members for decades at
  a time.
  The Humakti Battalion is common-
  ly known as “The Thousand Hu-
  makti.” The name comes from the
  times when there were enough Hu-
  makti to fill their ranks completely.
  This has only occurred a few times
  in history, against Gbaji and then
  the True Golden Horde.
  A Warleader heads a Humakti Bat-
  talion, and ideally commands ten
  Hundred-thanes. Each Hundred-
  thane commands ten Ten-thanes,
  who each command nine initiates.
  In practice, this structure is never
  complete. As many officer positions
  as possible are always filled, but an
  officer must have at least two fol-
  lowers to establish his rank. Thus, a
  Humakti Battalion might consist of
  only fifteen men, but even so one will
  
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  be the Warleader, two will be Hundred-thanes, and four will be Ten-thanes.
  Some battalions augment their staffing by allowing officers to hold two
  positions at the same time.
  Senior O 
  Officers
  The Warleader is the ultimate commander of the battalion. Normally,
  the Hundred-thanes elect one of their own number  to fill the position
  when a warleader dies or resigns. At this level, his Close Combat is less
  important than his relationship to the unit. As commander, he should
  have a Relationship to [Battalion] and Warband Tactics of 10W2 each.
  The Warleader has a special squad of initiates or devotees who serve as
  his bodyguard. On the battlefield, the Standard Bearer and the Horn
  Blower always attend him.
  A Hundred-thane is an experienced warrior who commands a hun-
  dred men. He must be a devotee, and must have spent at least 2 years
  as a Ten-thane. He is expected to have Close Combat 10W2 and Warband
  Tactics 10W. He has a Shieldman and Swordman, who act as his body-
  guards; a servant, who looks after his gear; and a secretary, who takes
  care of the administration of the unit.
  Junior O 
  Officcers
  The Ten-thane is a junior officer who leads a squad of up to nine initi-
  ates. A Ten-thane should know Warband Tactics and have Close Combat
  5W or better. He is responsible to his men and to his superiors.
  a
  To Marry or Not to Marry?
  d
  Humakti have two dominant philosophies about marriage. No one
  has ever proven one more right than the other. No Humakti escapes
  this question, and each must eventually decide which path to follow.
  The Bare Blades philosophy allows no marriage, relationship, or sex,
  because Humakt is Death and his initiates are incarnations of Death.
  This philosophy views the children of Humakti as the equivalent of
  undead (although no Humakti has been able to use their undead-
  destroying powers on such children). Practitioners receive a blessing
  from Humakt to be happy without a mate if they abstain from all
  such contact.
  The Hoods philosophy says that it is acceptable to participate in car-
  nal relations and other pleasures of life. Humakt is Death, and his
  initiates consequently gain a special sensitivity to Life. Practitioners
  receive a blessing from Humakt to be happy with a mate.
  
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  The Standard Bearer must guard the warband standard that holds
  warband wyter with his life. He must have Close Combat 15W or better.
  He commands a special squad of devotees who must guard the stan-
  dard and take it up if he falls.
  The Horn Blower is part of the warband leader’s bodyguard. He must
  have Play Horn 10W or better. During battles, he relays the commands
  of the Warleader to the Hundred-Thanes through horn blasts. Some
  battalions use bagpipes or drums instead of horns to relay commands.
  Each hundred usually has an Armorer (and assistants) responsible for
  its equipment. He should have Craft Weapon 10W or better.
  Each hundred has a Healer trained by the Arroin subcult of Chalana
  Arroy. Since many warriors have geases against magical healing, First
  Aid is the standard, and healers should have at least First Aid 5W.
  0 For x him 0
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  and 0 the 0
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  who x knows 0
  when 0 he x
  will 0 come 0
  
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  Humakt the Champion
  When you grew up, you were told about the trickster Eurmal, and
  how he found the sword called Death. They told you that Eurmal
  killed Grandfather Life with it, which was true. They said he showed
  it to Humakt, which was also true. Then they told you that Humakt
  used the sword to cut his family ties to Orlanth and his brothers. But
  that was not true. We allow them to say it because of what was
  decided in the true story. The story I tell you today as you cut your
  ties to your kin and form a new bond with Humakt. You are not to
  tell the true story to others; this is part of your test, to see if you
  are strong enough to sever those ties and keep them cut.
  When Orlanth saw the thing called Death, he was not yet king of the
  Storm Tribe, and he had not yet proven his honor. Before Humakt
  could lend Orlanth the sword, he had to be sure that Orlanth would
  respect it properly.
  The first time Orlanth came to Humakt, seeking his gift, he tried to
  treat Humakt like a thrall. Humakt told him that he had the bearing
  of a god who would rule over most things, but that he would never
  rule over Death. Orlanth could not accept this, and so he fought
  against Humakt for sixteen days and sixteen nights. Orlanth was
  not slain, but many of his thanes were, and he wept.
  Orlanth came a second time seeking Death, and this time he treated
  Humakt like a cottar. Humakt told him that safety and shelter were
  small things compared to the might of Death. Orlanth could not
  accept that it was not a fair exchange, and so he fought against
  Humakt for four days and four nights. Orlanth was not slain, but
  many of his carls were, and again he wept.
  The third time Orlanth came to Humakt, he treated our god like a
  carl. Humakt told Orlanth that a thing, once killed, could never be the
  same. Orlanth could not accept that Humakt held a greater power
  than he did, and so Orlanth fought against him for a day and a night.
  Orlanth was not slain, but many of his cottars and thralls were.
  Then some enemies came. Orlanth was too tired to fight, but Humakt
  was refreshed, for these were his special foes. They were many , so
  it took a day and night to dispatch them all to hell, but Humakt did
  so. Then Orlanth admitted that Humakt was the greater warrior.
  Finally, Orlanth spoke to Humakt and treated him honorably, as a
  thane. “You shall have a place in my tribe, not as my brother, but
  as my champion. You shall be a weaponthane among weapon-
  thanes, and you shall sit at my side and on the Ring. Your weapon-
  thanes shall answer only to you.
  “Now I humbly beg of you, let me borrow that sword of yours.” And
  Humakt, convinced finally of Orlanth’s honor, gave him the sword.
  
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  p
  Issaries
  God of Communication and Trade
  Issaries found the way of the dead, 
  Broke Darkness of Silence that covered the world.
  Issaries chose trails, was scout for the Lightbringers,
  Now merchants and heralds worship his name.
  Issaries is the Talking God, who helped Orlanth unify the Storm Tribe
  by showing the various clans how to talk to one another. He is also the
  god of trade. He established values, showed people how to profit from
  strangers instead of just fighting them, and made marketplace rules
  that allowed trade even between rival clans.
  Mythology of Issaries
  Issaries is the son of Larnste and Harana Ilor, both members of the
  Gloranthan Court who were mighty in their day. He wandered far from
  his birthplace, and learned many things. His first task was to bear mes-
  sages between Sky and Earth as they flirted, before they conceived their
  terrible child.
  In the Golden Age, he once conciliated a peace between the Emperor
  and the barbarian Orlanth. He made something from nothing by
  breeding mules from some animals he borrowed from friends. He often
  walked alone, where no one else had been. He settled for a while at
  Kurza, Out There; at Naraza, Hidden; and at Garza, Trading Camp. His
  sons were born during his journeys, and they and other people followed
  Issaries in his travels.
  Eventually, Issaries joined the Storm Tribe, and Orlanth made Issaries
  his voice. When the world fell apart, Issaries prepared his Great
  Passage, finding the right path and making sure it was safe. He trav-
  eled to the end of the world to make the impossible peace so that life
  could start to come together again. During his travels, he faced a terri-
  ble foe that confounded his efforts to trade and communicate. Hu is
  called “the Nine Silences” because of the powers that he used to attack
  
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  Issaries. His name, a breathy puff, is the only sound he ever makes, and
  it has a thousand variations to carry his magic.
  The most difficult path he ever followed was into the Halls of the Slain
  with the Lifebringers. Issaries was the guide, for only he had traveled to
  all of the lands that they negotiated. He successfully bargained with the
  Underworld Ferryman, and one of his roles now is as guide of the dead
  for the Storm Pantheon.
  After the Dawn, Issaries’ sons carried his secrets to men, and their wis-
  dom aided the spread of civilization. The cult spread widely during the
  Imperial Age, but most of those worshippers died alongside the God
  Learners. The cult’s records rarely mention those days, lest members
  become associated again with evildoers.
  Manifestations
  Issaries is present in every word of
  speech, in every exchange, and in
  every merchant’s scale. He is the
  patron of travelers and journeys,
  and a good road is a favorite sign of
  his presence.
  Icons and Images
  Issaries is depicted carrying a stout
  staff, often giving the sign of peace,
  and never carrying weapons. Small
  wooden statuettes are his most com-
  mon representations. Human-sized
  statues stand in temples, alongside
  major trade routes, at important
  crossroads, and at other sacred sites.
  Otherworld H 
  Home and
  Life after Death
  Issaries has his Traders’ Hall and Tent near Orlanth’s Stead in the Storm
  Realm where he brings his worshippers swiftly and safely after death.
  The Traders’ Hall is the base for messengers and traders who journey
  across the realm and into others. From here, worshippers may exit to
  the Stagnant Age, Umath’s Age, Storm Tribe Age, and Vingkotling Age.
  Harst’s Granary and Garzeen’s Market are nearby, and Gultha sets up
  his Trading Tent whenever he returns home. Although Issaries often
  leads souls to the Underworld, his worshippers cannot travel there
  directly from his Otherworld home.
  Issaries
  
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  Nature of tthe Cult
  Issaries empowers all true communication. He and his children facili-
  tate exchange and cooperation between people, even as the god is the
  Universal Merchant. His worshippers are the communicators, guides,
  and conciliators of the Heortlings. Issaries is also the psychopomp of
  the Storm Tribe, who guides the dead to the Underworld.
  Attitudes and Relationships
  Issaries worshippers maintain a friendly rivalry with the followers of
  Lhankor Mhy. Both cults collect stories and lore, but Issaries’ worship-
  pers share their knowledge and news freely.
  Issaries’ cult maintains strict neutrality with the merchant gods of other
  pantheons. The most common gods they deal with are Argan Argar, Uz
  god of surface darkness, and Lokarnos, Solar god of wagons. This neu-
  trality extends even to the hated Lunars, and worshippers honor their
  duties to Etyries, Lunar goddess of trade and communication, though
  often grudgingly.
  In prior ages, the followers of Issaries were passionate in their pursuit
  of the cult ideals of peace and neutrality. In modern times, these are
  principles that Harst and Garzeen worshippers see as secondary to their
  community and cultural loyalties. In the Imperial Age, however,
  Issaries merchants traveled all across Glorantha, and remnants of their
  egalitarian policies remain in the cult even today.
  Mode of Worship, Sacrifices, and Holy Days
  Issaries is worshipped regularly by the Heortlings, but he receives more
  prayers than sacrifices from communal worshippers. He receives col-
  lateral worship at every sacrifice, since all sacrifices are exchanges
  between mortals and gods. All Heortlings call on Issaries for aid and
  inspiration whenever they seek to trade goods, begin a journey, or tell
  a story. All Heortling funeral rites call upon Issaries to lead the soul of
  the worshipper to Havan Vor so that it reaches the afterlife safely.
  Tribal market days (held the Wild Day of Mobility Week in each season)
  are cult holy days. Unlike most cults, Issaries’ seasonal holy days are not
  especially elaborate or sacred days. Every marketplace is a home for
  the god, and every exchange of goods and currency gives him power.
  Only the high holy day, Secret Way Day, is particularly sacred, being
  one of the “Twenty-eight Days” of the Heortling sacred calendar.
  The annual great market is on Gods Day of Harmony Week in Earth
  Season. It is no more sacred than any other market day, although
  Issaries worshippers often promise great bargains on this day.
  
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  p p Secret Way D 
  Day
  Wild Day, Luck Week, Sacred Time 
  Issaries’ high holy day falls in the middle of the Lightbringer’s Quest.
  When the Lightbringers were lost and without hope, with no way to
  move forward, Issaries found the secret way that allowed them to pass
  from the trackless Underworld into the Hall of the Dead. He faced Hu’s
  final silence, and learned how to speak without sound. This con-
  founded Hu, who could not exist in the presence of communication.
  Issaries spoke to the dead, and they gathered around Hu and made
  him a part of them again.
  Worshippers celebrate on this day by offering the best of their goods to
  the god, burning them and scattering the ashes to the winds.
  Organization
  Issaries has worshippers throughout Heortling lands. His subcults rep-
  resent specific job types within the Heortling mercantile system. Harst
  is the collector of Spare Grain into silos, worshipped mostly among the
  clans and in rural communities. Garzeen is the intermediary, patron of
  shopkeepers and other urban merchants. Gultha, called Goldentongue,
  is the wanderer, whose primary assets are wit, stories, and the goods
  (both necessary and exotic) that he carries.
  Holy Places and Temples
  Most Heortling clans have a shrine to Harst, every city shop has a
  shrine to Garzeen, and every wandering merchant sets up a shrine to
  Gultha when he stops to trade. Tribes normally exert trade control
  within their territories. If trading is a major economic resource, they
  will have at least a small temple to Issaries. Other temples are found in
  large urban centers or at locations where major trade routes meet.
  These temples are often the home base of a large trade ring, which acts
  as a merchant guild.
  Most temples and trade rings annually elect a chief priest; his author-
  ity is ceremonial, not commercial. The most successful traders, or those
  with the favor of influential political leaders, wield true power in the
  cult. The master of any market is the senior Issaries worshipper of the
  host community. The cult does not officially discriminate against mem-
  bers of any subcult. In practice, however, worshippers of Garzeen hold
  most positions of authority, since Harst worshippers are generally less
  sophisticated and Gultha worshippers usually do not stay around long
  enough to fulfill their duties.
  
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  Membership Requirements
  Merchants and traders worship Issaries. They must treat their commu-
  nities fairly and not cheat anyone in them. Many worshippers profess
  a “neutral honesty,” but the cult does not punish worshippers for cheat-
  ing customers who are not community members.
  Worshippers must follow the principles of the subcult to which they
  belong. Membership is open to either men or women. Barring specific
  local prejudice, followers of Issaries are always welcomed (or at least
  reasonably treated) wherever they enter Heortling lands. Worshippers
  within a clan are usually exempt from attending the fyrd.
  The laws of the Lunar occupation favor the worshippers of Etyries over
  those of Issaries merchants (especially those operating outside of the
  clan). As such, many are losing control of their traditional markets.
  Despite this, a member may not treat worshippers of other merchant
  gods differently from other customers. Thus, when an Issaries merchant
  is conducting business, he cannot refuse to bargain with an Etyries
  merchant simply because she is a Lunar. He may serve other customers
  first, but if he wishes to avoid the Lunar merchant he must leave or
  close up his shop completely.
  Initiate
  A member of the cult must sponsor a prospective member, who must
  meet normal requirements. In practice, most merchants begin as
  apprentices. The nature of the cult is such that the job of being or serv-
  ing a merchant is very compatible with religious duties. Thus, although
  most apprentices are initiates, they may be devotees if they wish.
  A worshipper of Issaries created using the Hero Wars rules belongs to
  the Gultha Goldentongue subcult by default.
  Magic Keyword 
  Physical Abilities: Identify Goods by Touch.
  Mental Abilities: Mythology of Issaries, Mythology of Lightbringers, Speak 
  Tradetalk, Tally.
  Virtues: Astute, Honest, Thrifty.
  Affinities: p Communication, p Merchant.
  Note: Tally is a special form of writing used to note costs, inventories,
  debts, and other financial transactions. It is a book-keeping system,
  not a written language, but can denote basic concepts in Tradetalk.
  Tally is a cult secret, never taught to outsiders.
  
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  Devotee
  Devotees normally fulfill the social and mercantile requirements for
  their community. Trade rings usually choose devotees over initiates of
  similar proficiency to fill vacancies.
  Affinities and Feats: 
  p Communication (Clear-voice Shout, Convince Buyer, Convince Seller,
  Entertain with Voice, Talk with Hands) 
  p Merchant (Bless Market, Evaluate Currency, Identify Thief, Lock Box,
  Recognize Magical Object)
  Subcults of Issaries
  p C G 
  Garzeen Silvertongue
  Garzeen, or ‘Middleman’, is the second son of Issaries. He gained pop-
  ularity where towns and cities developed. At first people gathered but
  could not communicate, so Garzeen taught them his own language,
  known as Tradetalk. Some people were willing to pay for his other aid,
  and so he found his first profession. He took barter as did his brother
  Harst, but also invented the art of trading goods for money, and so he
  grew wealthy. He is now the patron of intermediaries, factors, and
  shopkeepers, who ply their trade in towns and cities.
  Garzeen’s worshippers often display their wealth and status with exces-
  sive dress or luxury.
  Physical Abilities: Tireless Voice.
  Mental Abilities: Orate.
  Affinities:
  C Middleman (Enhance Appearance of Goods, Evaluate Quality, Sense
  Theft, Weights and Measures) 
  p Merchant Feats: Hide Booby Trap, Make Safety Alarm.
  Secret: Guarantee Profit (Automatically succeed at a single final action
  during any contest in which the hero has successfully used his Middle-
  man or Merchant affinity but has not yet made a profit on the deal.)
  k
  Mules
  k
  Mules are the favored animals of the cult. Issaries borrowed a horse
  and a donkey from two friends, then crossbred them to make some-
  thing from nothing, the mule. They are useful to merchants as work
  beasts and trade items. They are especially useful to traveling mer-
  chants, who can claim to horse haters that they are ‘not-horses’ and
  to horse lovers that they are ‘horse-kin.’
  
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  C u r i o s i t i e ss of S a r t a r: A Goldentongue Merchant
  Here is a fairly typical merchant of the type that leads and escorts
  caravans from foreign cities and distant lands. These traders often indulge
  in foreign trappings, like this fellow wearing the latest Aeolian fashion.
  
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  p D Gultha G 
  Goldentongue
  The third son of Issaries was Gultha the Wanderer. He refused to stay in
  one place, and so exploited the ways of their father. Gultha roamed
  widely during the Godtime, and once came across two gods arguing
  over who had the best powers. Gultha could see that each power had
  its own benefits in the right situation, and showed the gods a way to
  exchange powers for a time so that they could appreciate the useful-
  ness of each other’s magic. In this way, Gultha brought peace and
  understanding, and the two gods each gifted him for his ingenuity.
  Gultha is the god of traders that travel among the clans and cities trad-
  ing with their Harst and Garzeen brothers. Others journey into foreign
  lands seeking new knowledge, goods, and trade for their people.
  Physical Abilities: Close Combat (Staff Fighting).
  Mental Abilities: Mapping, Orate, Organize Caravan, Sing, Speak [Language].
  Virtues: Wanderlust.
  Affinities:
  2 Travel (Cover Tracks, Detect Ambush, Find Escape Route, Locate Trail,
  Protection while Sleeping) 
  p Communication Feats: Be Understood, Friendly Greeting.
  Secret: Trade Feats (Ritual magic. Two willing participants each give know-
  ledge of a feat to the other. The devotee may be one of the participants,
  but does not have to be. The magic may be used in a single contest at
  the original owner’s ability rating, and becomes unavailable to the
  original owner until it has been used in this manner. Use of the magic
  by one party does not require that the other person immediately use
  the magic he received.)
  E A Humakti warrior named Kallai approaches Orlkarlman, wishing
  to trade magic. After a period of bargaining (during which Orlkarlman
  forces Kallai to pay him two sheep), the merchant agrees to trade feats
  with Kallai.
  Kallai wants to learn the merchant’s Protection while Sleeping feat so
  that he can rest easily when he travels through Telmori territory the next
  week. In return, he offers his Bless Corpse feat to Orlkarlman, who ear-
  lier mentioned that he would be traveling near the Upland Marsh. Orl-
  karlman agrees and conducts his ritual. Orlkarlman suddenly under-
  stands how to Bless Corpse while at the same time forgetting the know-
  ledge of the Protection while Sleeping feat.
  D
  
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  Three days later, a horrible zombie stumbles out of the Marsh and lum-
  bers toward Orlkarlman. As soon as the zombie is close, Orlkarlman uses
  the Bless Corpse feat in an attempt to dispel the evil magic that animates
  the zombie. An extended contest ensues between the 6W ability rating of
  Kallai’s Death affinity and the zombie’s Stench of Terror 8W (the nar-
  rator chooses to use the zombie’s highest ability rating as the resistance).
  After several exchanges, Orlkarlman reduces the zombie’s AP to -3. Be-
  cause the contest did not involve combat, the narrator rules that this
  marginal victory deactivates the zombie temporarily. Rather than wait
  around, Orlkarlman quickly gathers his gear and leads his mule away.
  Later that night, after setting up camp in a defensible spot, Orlkarlman
  remembers the Protection while Sleeping feat. Since he has no way of
  knowing what happened to Kallai, he simply uses the feat to ensure that he
  has a safe sleep, glad that he does not have to keep watch until dawn.
  p j H 
  Harst Bronzetongue
  Harst is the clan merchant god and the inventor of barter. He taught
  the people of Dragon Pass to speak, but when he sought the hand of the
  daughter of Yudam-aryam he was refused because he had no way to
  provide for a family. Harst went to his friends and asked for a handful
  of spare grain from each. With this, he bargained for clay pots from his
  brother. He traded these pots to the people who had given him the grain,
  thus repaying them and making another profit. He won his wife, estab-
  lished trade in Dragon Pass, and gained the nickname “Spare Grain.”
  Harst’s cult is shared with Orlanth Allfather. Orlanthi Harst see trading
  as secondary to their life within the clan, whereas Issaries Harst mer-
  chants dedicate their lives to trading and view themselves as specialists.
  All Harst worshippers prefer to barter commodities such as crafts, live-
  stock, and foodstuffs, since money is not very useful in rural areas.
  Mental Abilities: Evaluate Resources.
  Affinities: 
  j Store Goods (Count Goods, Evaluate Livestock, Evaluate Quality of Goods,
  Keep Grain Dry, Lock Storage Building) 
  p Communication Feats: Speak with Hands.
  p Merchant Feats: Bless Storage Building.
  Secret: Communicate with Strangers (Acts as an integrated passion spirit
  giving a bonus of 1/4 the secret’s rating to any ability used to commu-
  nicate with someone whose language the devotee does not speak.)
  j
  
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  Jonstown Compendium #299,235
  Ten Stories People Love To Share:
  The Lightbringer’s Quest, or How the World was Put Back Together. The
  greatest story of all, a day and a night in its full telling, and all in
  meter sharp as a spear’s point.
  Harmast’s Saga. How a barefoot, goat-eating stickpicker became the
  greatest hero of the Heortlings. Two must sing this tale together,
  trading line for line.
  ‘Nalda’s Blessing, or the Pleasures of the Good Earth. A beautiful, sen-
  timental hymn unique to each clan, which describes the beauty and
  magic of the tula so that all who hear it are moved to tears. In Sacred
  Time, it is part of the Boundary Ritual.
  The Wooing of Ernalda. The tale of how the Storm Lord won the
  Fairest Bride through many trials, and so united two great tribes. It
  gives practical advice in the ways of romance for women and men.
  What Eurmal Did Next. A series of light-hearted and often bawdy
  trickster tales. Favorites stories include “Elmal and the Three Blue
  Sheep,” “The Great Contest” (Eurmal’s rivalry with stuffy Elmal),
  and “How Eurmal Lost His Penis.”
  Heort’s Saga. Tales of survival in the Chaos Age, and the part played
  by your ancestors. This saga contains strong magic, and the breaths
  of ancestors may rise about the hearth as their descendants sing it.
  The Triumph of Tarkalor. The dramatic lay of the great Sartarite king who
  defeated the Lunars. Part of the much-longer Chant of the Storm
  Princes, a great epic that runs from Colymar to Sartar to Salinarg.
  Sartar’s Road. The mystery of Sartar: how one man became a god
  and built a mighty kingdom. May his flame burn again!
  The Saga of House Vinga. Even clans that do not worship her love the
  Redheaded Daughter. The most famous story is that of Tenostere of
  the Vestantes, “the Fightin’est Woman,” who defeated every male
  challenger in the land. She died with King Rastagar at the Last
  Royal Betrayal. The saga also includes the stories of the Red-Headed
  Lodge of the Berenethtelli Tribe, famous for the many Vingans it
  produced.
  Clan genealogies, founders’ tales, exploits of the ancestors, and cattle
  boasts. Are we not heroes also? When reciting genealogies, be care-
  ful you don’t miss any names, lest your neighbors become upset!
  Cattle boasts are tales of your own deeds, and if they make a good
  story or poem they will be repeated and your fame will spread.
  
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  p E Issaries the G 
  Guide
  Issaries the Guide leads the souls of the dead to Havan Vor for judge-
  ment. When a member of the Storm Tribe dies, Issaries comes for them
  even if they die far from home. In payment for this service, a portion
  of all grave goods burned or buried with a person belongs to Issaries.
  Few people worship Issaries the Guide regularly. Instead, he receives
  sacrifice during all funeral rites, along with Orlanth and Ernalda.
  Issaries the Guide is also the Lightbringer aspect of the god, and it is in
  this role that he occasionally receives active worship, although people
  rarely become devotees of this subcult.
  Membership Requirements: Most worshippers are preparing to perform the 
  Lightbringers Quest.
  Physical Abilities: Tireless.
  Mental Abilities: Know Heortling Underworld, Sense Ghost.
  Virtues: Brave.
  Affinities:
  6 Secret Way rituals (Find Hidden Way, Locate Lost Soul, Open Doorway
  to Havan Vor) 
  p Communication Feats: Speak to Ghost, Speak to Mind.
  Secret: Underworld Guide (This ability negates the -20 Alien World mod-
  ifier that the hero would otherwise suffer in the Underworld. It can
  also augment any ability used to navigate through the Underworld.)
  Hero Cults of Issaries
  Herald Goodword
  Hero Cult of Gultha Goldentongue 
  During the course of his wanderings, Gultha met Kurzana, a daughter
  of Lhankor Mhy called Mother Language. He sought her hand in mar-
  riage, and won it only after performing many tasks for the God of
  Knowledge. The two had a son, Herald, but they did not stay together.
  Herald combined the abilities of both parents. He did not trade goods,
  but served as a messenger, carrying words and tokens between friends
  and enemies. He first learned this skill when going back and forth
  between his parents, who would not speak to each other.
  Herald always performed his missions with honesty and good will, no
  matter who the other parties were. Orlanth sent him to bear words of
  peace to the Uz, the Sorcerers, and once even to the Dragons. His cult
  was common in Dragon Pass during the Imperial Age, but in the mod-
  ern era, it is much less common. Only a few tribal kings employ her-
  alds, although large cities sometimes have members who work for hire.
  
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  Membership Requirements: Be honorable and a competent rider.
  Physical Abilities: Ride.
  Mental Abilities: Diplomat, Memorize Words, Speak [Language].
  Virtues: Honest, Reliable.
  Feats: Protect Message, Recite Message Perfectly.
  Divine Retribution
  Worshippers of Issaries are subject to the normal pantheon agents of
  reprisal. Additionally, Issaries curses worshippers who cheat or steal
  from members of their community. The curse gives the victim a flaw
  named Raw Greed at a rating determined by the number and magni-
  tude of the victim’s crimes. Whenever the victim tries to conduct trade,
  settle a dispute, or use Issaries magic, he must over-
  come the flaw. If he fails, he becomes agitated and 
  self-interested, and is unable to act in an impartial 
  manner or use the magic. Each time this occurs, 
  the rating of the ability he was trying to use drops 
  by 1 point. Such reductions remain even if the wor-
  shipper later frees himself of the curse, 
  although he may increase the abilities in 
  the future by spending hero points.
  Once the worshipper suffers 
  from the curse, each addi-
  tional act of cheating or 
  theft increases the rating 
  of the flaw by 1 point.
  As with all such 
  curses, the wor-
  shipper cannot 
  use hero 
  points to 
  buy it 
  down, but 
  most per-
  form 
  proper 
  atone-
  ment.
  
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  Issaries the Conciliator
  Issaries teaches that traveling, trading, and talking are connected, like
  a trade route. If one of those things is broken, everything shatters.
  This is a story of the time when everything had shattered. Trade
  stopped, so Issaries set out along his very long trade route to find
  out what the problem was. He convinced the Know-It-All God to
  come and assist him, because it was a confused time and things
  were often mixed up, and he wanted Mhy’s advice. He convinced
  Urox to come along, because there were many bad things that might
  attack him, and the Storm Bull was good at beating things up.
  Issaries searched for a long time to find the problem. Finally, he
  found a place where the people were suffering greatly. He visited a
  clan called the Digging Stick People. Their tula was the battleground
  for the Long-Noses and the Big-Teeth, two peoples who were fight-
  ing each other. Whenever they fought, they trampled the Digging
  Stick pastures. Hungry soldiers stole and ate their cows. The armies
  also captured and ransomed the carls to get money for weapons.
  The armies even pressed the weaponthanes into service, so that
  they had to risk their lives for no reward. Because of this, they did
  not have the time to talk to anyone or the resources to trade.
  Storm Bull said, “It is good to see fighting. There’s another battle
  coming up, the biggest battle of all. Everyone should practice.”
  Know-It-All said, “These people are not the same as our people.
  Legally, we are not obligated to help them.”
  But Issaries said, “Storm Bull, if a big important battle is coming
  up, all peoples must learn to fight only their real foes. Know-It-All,
  the things we have in common with these people are more impor-
  tant than the things that separate us. I must help them.”
  Know-It-All had never been generous, so he refused to help. So
  Issaries went to talk to the Long-Noses with Storm Bull to protect
  him. Issaries spoke to their priestess, who was troublesome. “We
  have no cause to make peace with the Big-Teeth. They have always
  attacked and killed us. They take our leaders, our priests, our heal-
  ers, and our thanes.” Then she lowered her voice and, through her
  enormous nose, whispered a shameful secret. “Then, the Big-Teeth
  devour our flesh and prevent our bones from being interred in my
  holy, secret place. We can never make peace with them so long as
  they eat us.”
  Next, Issaries went to talk to the Big-Teeth. They were very fierce,
  and said that Storm Bull smelled like food to them. When Issaries
  suggested they make peace with the Long-Noses, their warleader
  
  laughed. “It has long been decreed that we should eat the Long-
  Noses, for they are large and juicy and flavorful. They can eat the
  grasses of the plains and the leaves of the forest, but we cannot.
  We won’t starve just to please others. We could eat your two-legs
  instead, devour the villagers whose land you are so concerned about.
  But I don’t think you would consider that a good solution. We can’t
  do as you ask, for how does one make peace with one’s dinner?”
  Issaries was at a loss, so he asked Know-It-All for answers. Know-
  It-All told him that the Long-Noses were, except for their noses,
  their fur, and their teeth, just like very large cows. Know-It-All also
  said that the Big-Teeth were just very big alynxes, and that Issaries
  should treat them like pets.
  So Storm Bull went to the Long-Nose encampment and romanced
  the priestess. Then Issaries said to her, “The Big-Teeth are always
  going to eat some of you. If you can accept that bad thing, perhaps
  other things could be made better.”
  Then Storm Bull went to the Long-Tooth encampment, fought the
  warleader, and showed him who was boss. Again, Issaries spoke.
  “You must eat, but right now the Long-Noses exact a heavy toll for
  each of them you succeed in taking. If you are willing to lose some
  of your choices, other things could be made better.”
  So the two agreed to meet. The priestess accepted the Big-Teeth’s
  right to eat some of her people. The warleader agreed that his peo-
  ple would only attack the old, the sick, and the cottars of the Long-
  Noses. He also agreed that the Big-Teeth would meet the Long-
  Noses during Earth Season and turn over the bones of the eaten,
  so that they might be interred in the secret, holy way, and their
  spirits sent to the right place.
  It was not long before the two groups started trading things other
  than the bones of the dead, and the people whose tula was once
  trampled soon joined in the trading as well. Gradually this spread
  through the world, as trade led to talking, talking allowed travel,
  and travel permitted trade. Thus did Issaries repair his trade route.
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  i CALL On The KeeperS
  OF the SiX STOrieS TO
  WAKe AnD TO FiLL Me
  WiTh the TALe
  
  x x x
  L H A N K O R  M H Y
  x x x
  123
  x
  Lhankor Mhy
  God of Knowledge and Literacy
  Finder of riddles, he knows the world’s secrets,
  Rescued all wisdom from ignorance’s gloom.
  Helped save the world during the Gods War,
  Now lawspeakers and elders call for his praise.
  Lhankor Mhy is the wisest of the Heortling deities. He knows the laws,
  customs, and histories of the people, as well as things about foreign
  places, peoples, and gods (though many people think a lot of this extra
  knowledge is useless trivia). He even knows how to read. Lhankor Mhy
  is the Graybeard, and his priests must all have beards, so women and
  other worshippers without them wear false beards. Lhankor Mhy is a
  Lightbringer, for he liberated the Light of Knowledge that the Darkness
  had extinguished.
  Mythology of Lhankor Mhy
  Lhankor Mhy was born to Orenoar, Mistress of Truth, as she stood upon
  Mostal, the Mountain of Law. Some worshippers say that Acos, the God
  of Law, was his sire, but others say that the Mountain itself fathered
  him. For ages, Lhankor Mhy lived upon the great Mountain of Law and
  sang songs of Knowledge and Power. He could discern and state the
  Cosmic Law that ruled gods. He remembered everything he ever saw or
  learned, although he was not asked to tell about anything until
  Orlanth wanted to know where to find the weapon that could kill
  Sh’hakarzeel the Dragon.
  During the Darkness, gods and goddesses of all forms of Light followed
  Yelm to Hell. One of these was Elasa, the Mistress of the Light of
  Knowledge, and Lhankor Mhy and his followers were suddenly bereft
  of inspiration. Lhankor Mhy invented writing to share himself with his
  followers, and when he set out to find his wife they used these docu-
  ments to access his power.
  
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  Lhankor Mhy suffered many trials along the way, and helped form the
  Lightbringers. He succeeded and failed at different times. He knew how
  to defeat Konagog and Vonagog, was left speechless because he was
  right, and could not write because he proved he could. He provided the
  key to Orlanth at the Riddling End, and so was the key to success. When
  he returned with the victorious Lightbringers, Elasa returned with him,
  and inspiration was his again.
  Lhankor Mhy embraces all knowledge, something that mortals cannot
  do. Their knowledge must always be incomplete, and what they know
  does not always apply to their problems. Yet many follow Lhankor
  Mhy’s constant thirst for knowledge, and his worshippers constantly
  accumulate information.
  Manifestations
  Lhankor Mhy is present in every thought, but especially in writing. The
  few remaining pieces of the Mountain of Law, called truestone, hold
  special meaning for the cult, for they are the last remnant of the origi-
  nal knowledge and law of the world. Such pieces can hold powerful
  magic, and the cult hoards the few pieces they have in secret locations.
  Otherworld H 
  Home and Life A 
  After Death
  Worshippers of Lhankor Mhy travel to his Great Study near Orlanth’s
  Stead in the Storm Realm. Although his library there is vast, in truth
  this is but the anteroom to his Grand Library, which exists beyond the
  bor-ders of the Storm Realm. Only worshippers of Lhankor Mhy can
  travel from the Great Study to the 
  Grand Library, and once there they 
  sit at the feet of the Eternal Source of 
  Know-ledge. Their time in the 
  Library be-fore rebirth depends on 
  how well they have fulfilled their 
  quest of for knowledge. From the 
  Grand Library, worshippers can 
  travel to the Stag-nant Age, Umath’s 
  Age, Storm Tribe Age, Vingkotling 
  Age, or Chaos Age.
  Priests read long accounts of the know-
  ledge and literary accomplishments
  of worshippers during the normal
  Heortling funeral services.
  Lhankor Mhy
  
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  Nature of tthe Cult
  Lhankor Mhy is the Seeker and the Sage, and his worshippers provide
  the same service to mortals that Lhankor Mhy provides to the gods.
  They do not work for free, however, and charge money, service, or new
  knowledge for their information. They also constantly seek knowledge.
  Although the Lhankor Mhy cult is rife with internal politics, most wor-
  shippers stay out of community politics. They advise all, maintaining
  strict neutrality. A chief priest of the cult is often an adviser to the ruling
  body of a region, but just as often is not. The rare follower  of Lhankor
  Mhy in a clan is often a thane, but is not automatically the clan’s Law-
  thane or part of its inner ring (see Thunder Rebels, pg. 25 and 169).
  Most Lhankor Mhy worshippers reside in the city temples, not among
  the clans. Lhankor Mhy temples are always libraries, repositories of
  scrolls, books, and other written documents that require large staffs of
  apprentices and sages to maintain.
  Attitudes and Relationships
  Lhankor Mhy is Orlanth’s Lawthane and is also one of the
  Lightbringers. His worshippers favor Lightbringer cults even over other
  Heortlings if all other factors are equal.
  The cult dislikes any who limit or destroy knowledge. Worshippers have
  a great disdain for followers of gods such as Humakt and Urox, who
  fight and kill without concern for the knowledge they destroy in the
  process. The greatest hatred is for Chaos, which destroyed the mythical
  Mountain of Law known as the Spike. Lhankor Mhy’s particular foes
  are Thanatar (also called Tien), who beheaded Elasa and sent her to
  hell, and Atyar, the devourer of knowledge who tried to steal Lhankor
  Mhy’s thoughts in the Underworld.
  Lhankor Mhy remains above the quarrels of other gods, and is an
  impartial adviser to all. His worshippers have no binding ties to any
  element, and can advise Sun, Wind, or Earth with equal ease. Such ide-
  alism is sought, of course, but Lhankor Mhy’s inclusion in the Storm
  Tribe require members to hate Chaos and Orlanth’s other enemies.
  Historically, the cult’s neutrality has allowed it to thrive when the
  Heortling peoples expanded into Peloria, Ralios, and other lands. In
  the modern era, however, the cult does not cooperate well with mem-
  bers of the Lunar Religion. Cult doctrines require that the temples allow
  all knowledge seekers to share space. Thus, for example, the Pavis tem-
  ple now has a wing given over to the Lunar worshippers of Irrippi
  Ontor. Relationships between the two groups are always strained,
  although members are less hostile to the Dara Happan priests of
  Buserian that sometimes accompany Irrippi’s brown sages.
  
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  Mode of Worship and Sacrifices
  Worship ceremonies are invariably long and wordy. Worshippers wend
  their way through the magic of words into a heightened state of aware-
  ness where they drift amidst pure knowledge. Normal people who
  attend usually fall into a stupor of confusion and boredom.
  Lhankor Mhy usually receives sacrifices of sheep, whose skins the cult
  uses to make parchment. Communal worshippers must donate cattle
  for sacrifice if they wish to benefit from the ceremony or the knowledge
  of the priests; in this way, sages of the cult often eat beef (apprentices
  eat mutton except on feast days). Lhankor Mhy especially loves sacri-
  fices of books, scrolls, and maps, which he accumulates in his immor-
  tal library. A schism exists within the cult about whether it is better to
  sacrifice original documents or the only copy of documents, or whether
  student practice sheets are acceptable.
  Holy D 
  Days
  Each season initiates gather during Truth Week at temples for cere-
  monies and examinations. The last day of the week is the seasonal
  holy day of the cult. Initiates gather to pray and make sacrifices of their
  work to keep the god strong, continue the Prophecy Day rites of the
  previous year, and make public announcements. Those who did well
  on their examinations attend the sacrificial feast; those who did poorly
  serve the sages and eat the leftovers.
  D
  Literacy
  D
  Among the Heortlings, reading runes is widespread. Everyone knows
  the runes of the storm pantheon even though they no mortal lan-
  guage uses them as a script or alphabet. True literacy is a particular
  attribute of Lhankor Mhy, however, one that the cult jealously
  guards. The cult so closely keeps this secret that they often treat with
  disdain those few other Heortlings who can read, claiming that they
  have stolen cult secrets.
  Lhankor Mhy invented three scripts, two vocabularies, and one code
  system. Most documents are in either “cat scratching” (the Southern
  script used by Heortling and surrounding peoples), or “dog scratch-
  ing” (used by the Alakorings of Tarsh and surrounding peoples). Both
  scripts use the common vocabulary that more or less reproduces
  many Heortling sounds. The third script, “stone scratching,” is diffi-
  cult to learn, and the cult uses it only for magical formulae. This
  script uses the second vocabulary, whose words change in meaning
  according to the Elasa Secrets, a complex code system that must be
  learned separately.
  
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  Lhankor Mhy’s holy days are a gradual progression of the powers of
  learning and the mind, from thought to prophecy. Thus do the masks
  of Lhankor Mhy show themselves in the world.
  x Thought D 
  Day
  Gods Day, Truth Week, Sea Season 
  This day celebrates the end of the ignorance of the Green Age. It is the
  birth of Lhankor Mhy, and so of thought and intelligence. Worshippers
  spend the day in quiet contemplation and study. The week-long exam-
  inations involve testing apprentices on the memorization of facts and
  lists of names.
  x Knowledge D 
  Day
  Gods Day, Truth Week, Fire Season 
  This day celebrates Lhankor Mhy’s seeking throughout the Golden Age 
  for knowledge. None knew of his abilities or sought his council, and so
  he amassed a body of knowledge and lore that he shared with no one.
  Sages and scholars share their vast knowledge with the apprentices and
  each other during the rites. The week-long examinations involve test-
  ing apprentices on knowledge of their primary area of study.
  x Truth D 
  Day (Graduation Day,  Sage Day)
  Gods Day, Truth Week, Earth Season
  Truth is the Light of Knowledge, and this day celebrates the union of
  Lhankor Mhy with Elasa. The god acquires inspiration from this union,
  and worshippers seek the same so that they can learn to understand the
  truth instead of just knowing facts. The week-long examinations in-
  volve testing apprentices on their ability to reason and think creatively.
  Truth Day is also called Graduation Day because it is the day when
  apprentices who successfully completed all of their exams at the end of
  the previous season graduate from their apprenticeship. Since most
  such apprentices become sages, the day is also known as Sage Day.
  x Law Day
  Gods Day, Truth Week, Darkness Season 
  Law Day celebrates Lhankor Mhy as Lawthane of the Storm Tribe. The
  god at last has a home and a community to share his knowledge with,
  and he learns all of the laws of men, gods, and the universe. The Law
  Day rites are communal among the clans, for whom Lhankor Knowing
  is just one of several gods of law. In the temple libraries, worshippers
  listen to recitations of law and legal precedent. The week-long exams
  involve testing apprentices on their knowledge of laws and customs.
  
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  x Wisdom Day
  Gods Day, Truth Week, Storm Season 
  Wisdom was the result of Lhankor Mhy’s seeking and finding. As he
  advised Orlanth and wandered the world, he learned that wisdom comes
  only from experience and a broad base of knowledge. Apprentices ben-
  efit from the accumulated wisdom of their masters, who spend the day
  advising their students on the knowledge that cannot come from books.
  The week-long examinations test apprentices on their ability to use com-
  mon sense and experience to solve problems and disputes.
  x x Prophecy D 
  Day (AApprentice Day)
  Gods Day, Fate Week, Sacred Time
  Lhankor Mhy’s high holy day celebrates the end of the Lightbringer’s
  Quest, the recreation of the world, and his reunion with the Light of
  Knowledge. All Heortlings attend the sacrifices on this day. It is the last
  day of the Sacred Time and the moment before Time begins. The wise
  men, “those who know,” cast the net of knowledge into the future,
  derived from the events of the previous two weeks. The priests make
  prophetic statements of warning and blessing for the year to come.
  Sometimes this is in the form of a rite, begun to ensure something come
  true. These ceremonies are the most efficacious of all their rites.
  Prophecy Day is also called Apprentice Day, because it is the day when
  new apprentices are generally accepted into the cult.
  Organization
  The Lhankor Mhy cult consists of several large organizations that coop-
  erate but do not obey each other. These organizations ignore tribal and
  national borders; each has its own temple hierarchy at a particular cult
  library. High priests reside at five of the six Great Libraries.
  The greatest temple is the Final Information Library, established by the
  Pharaoh in the Holy Country when he replaced the chief priests of sev-
  eral rival organizations. He built it on the spot where Lhankor Mhy had
  rested with his bride when Time began. The god was present when the
  Pharaoh opened the temple and transferred the contents of several for-
  merly competing libraries into its vast halls. Worshippers came from all
  across Esrolia, Caladraland, Heortland, and even distant Pavis to join
  the new temple.
  Nearly as famous is the Jonstown Temple, founded by one of King
  Sartar’s companions. It draws worshippers from all across Sartar, Tarsh,
  and Prax. Despite its fame, the Jonstown Temple is not one of the Great
  Libraries. The other Great Libraries are Derensev, in Volsaxiland, whose
  
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  sages are noted for their oratory skills; Hevduran Dege Library, center
  of the Sword Sages, in Esrolia; Jevdur, a remnant of the Gods Age that
  has strange writings chipped into its many stone corridors; Jelenkev
  School, famous for its copying of manuscripts, in southern Heortland;
  and the Laraval Library in Tarsh, now called the “iron books” because
  its books and scrolls could not be taken out by the Lunar Empire, which
  closed the temple and covered the doors with iron to prevent anyone
  else from using them.
  Although the network of Knowledge Temples is close and well established,
  large gatherings of sages from different temples are uncommon. The
  Holy Country temple scholars are highly regarded and often wield the
  most social influence. Any inter-temple discussion is presided over by
  the senior sage or scholar that specializes in the field under discussion.
  Wild Sages
  Wild Sages exist outside of the temples, solitary researchers who emu-
  late their god by becoming Seekers. They probe into ruins, explore new
  places, and investigate strange phenomena. They are often disdainful
  of their cloistered compatriots, and the disregard is mutual. Most return
  only on holy days, but some observe the rites in the field and rarely
  come to a temple for religious observances.
  Jonstown Compendium #1,483
  What Alfgar Whitecloak, chieftain of the Gray Fox Clan of the Sam-
  bari, heard from a man in Backford:
  “There is a warrior king there who wears a hart’s mask and helmet.
  Daimones built his great hall many ages ago. He is king of a Ring of
  Iron, and every counselor is a heroquester or a chieftain in hiding.”
  Why did you leave? “Me, the son of a wheelwright? I would be
  lucky to hold some nobleman’s horse and sleep in the snow out-
  side the Hall. I prefer this place, our world, where my own might and
  right can earn me some deserved recognition. I would rather be a
  chieftain of peasants than be a peasant chieftain among the likes
  of Heort’s Hall.”
  Are they dead, then? “Not now. Not all of them. But soon. How can
  they live up there, sitting in their ice-cold hall without food or
  drink — nothing but prayer. How will they fight, most of them like
  skeletons sheathed in ice, if they live at all. It is not a place for
  normal men.”
  And you saw Egil Cragbrow? “Indeed, from your description it could
  be none other. And upon his brow he wore a sacred crown, like the
  Sartar barbarian kings wear, and upon his arm was a quicksilver
  ring set with an obsidian stone, much like the one you wear, sir.”
  
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  Temple Organization and Ranks
  A Chief Librarian presides over each temple of Lhankor Mhy. Three
  subordinates oversee specific duties: the Provost of Apprentices, the
  Chief of Loremasters, and the Chief Priest. All must be sages (devotees).
  The Provost of Apprentices arranges for room and board for the
  apprentices and other students. He is also responsible for collecting
  payment for instruction and for maintenance of the temple grounds.
  The Chief of Loremasters administers all non-magical instruction,
  organizes the collection, and reviews all foreign artifacts. He also coor-
  dinates with the Provost of Apprentices to ensure the copying of scrolls
  and books. The larger temples have specialized assistants for each of
  these tasks, titled Head Loremasters.
  The Chief Priest leads sacrifice and prayers, maintains the temple’s
  magical defenses, and is in charge of all magical training. He must be
  an experienced priest in addition to being a sage.
  Membership Requirements
  Apprenticce (Initiate)
  Initiation requires that the applicant become an apprentice. He or she
  must pass a test to prove intelligence, obedience, and other traits that
  characterize one blessed by the god. If accepted, he pays for his train-
  ing by service to the cult, performing menial tasks assigned by the
  Provost of Apprentices. Although the cult does not officially condone
  the practice, apprentices from wealthy families can sometimes avoid
  many tasks in return for donations from their family.
  Once initiated, the worshipper must vow to speak only truth to cult
  members. He may not marry until he finishes his apprenticeship. He
  must have a beard, either real or fake. The usual color of a fake beard
  is gray or white, and worshippers often dye real beards gray.
  Apprentices must follow the orders of any sage (with the Provost of
  Apprentice’s orders taking precedence over any others) and must
  attend the holy day rites and examinations. The few worshippers found
  among the clans are exempt from service in the fyrd. Normal
  Heortlings, being hard-working, physically active people, generally
  hold Lhankor Mhy worshippers in contempt or incredulity.
  Service, study, and religious obligations take up about 30% each of an
  apprentice’s time; as such, they do not have the time to be devotees. In
  return, they have a place to sleep in the temple, often a dormitory
  shared with other apprentices. The cult feeds them and gives them one
  set of clothes each year on Thought Day.
  
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  D
  Temple Libraries
  D
  Although the cult of Lhankor Mhy is dedicated to the collection of
  knowledge, it has never developed a consistent classification system.
  Sages often spend years getting to know the collection so that they
  are familiar with the location of items relating to their specialties.
  Often, they add to the confusion by starting their own private library
  from material they take from the main Library.
  Thus, although all the knowledge of the world may be somewhere in
  a Lhankor Mhy temple, it might take years to find a particular item.
  Every Chief Librarian traditionally vows to catalogue the library, but
  they rarely live long enough to fully implement and document their
  system. The next Chief Librarian invariably has a new system.
  In areas such as Pavis and Jonstown, where new information and
  artifacts come in every week, the sages have long since realized that
  order is impossible. Until the arrival of a cult hero to bring law out of
  disorder, worshippers often merely look for a free shelf or build a new
  one. Many sages believe that these (and probably other) libraries con-
  tain areas completely covered by later construction.
  x
  Temple Shape
  x
  The Great Libraries all follow the same architectural pattern. Each has
  a central building built in the shape of Lhankor Mhy’s Truth Rune.
  Even smaller temples have this shape if possible, although this is
  often limited by local terrain or other buildings.
  Each arm of the temple has a special function, with additional func-
  tions for the center juncture. The layout of the Pavis temple is typical
  of the layout used by the cult when there is space.
  Center Juncture (lower level): Temple of Knowledge, Court of Philosophy,
  Library of Originals.
  Center Juncture (upper level): Quarters for Chief Librarian, Provost of
  Apprentices, Chief Loremaster, and Chief Priest.
  Left Arm (lower level): Rooms for training, study, and examinations.
  Left Arm (upper level): Senior Apprentice quarters.
  Right Arm (lower level): Rooms for training, study, and examinations.
  Right Arm (upper level): Quarters for sages and scholars.
  Base Arm (lower level): Public training areas, including space rented to
  other temples. (In practice, most of this space ends up filled with
  records and other storage.)
  Base Arm (upper level): Junior Apprentice quarters.
  
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  Until he has proved himself capable of mastering a subject, an appren-
  tice receives instruction in history, culture, and reading and writing.
  Apprentices receive training as scribes (see pg. 28). They must compile
  a study plan with the aid of the Provost of Apprentices. This course of
  study consists of one or two mental abilities that the apprentice will
  explore. Advancement in the cult relies on successful completion of this
  study plan. The study plan can include field trips to research sites or the
  God Plane under the supervision of a senior advisor.
  Once an apprentice fulfills the requirements of his study plan (usually
  by learning a single ability to 10W or two abilities to 7W each), he may
  remain an initiate as a Senior Apprentice, or may become a Sage
  (devotee). The choice is up to the worshipper, and there is no stigma in
  the cult for remaining a “senior” for many years. (Note: these require-
  ments preclude beginning characters from starting as senior appren-
  tices or devotees of Lhankor Mhy. This is an example of the stringent
  requirements imposed by this cult on its members. Narrators are free to
  lower these requirements for player heroes, requiring either one mental
  ability at 5W or two mental abilities at 1W each.)
  Apprentices also learn Lhankor Mhy’s affinities. Most temples require
  that apprentices support the priests and sages instead of working magic
  themselves. A worshipper of Lhankor Mhy created using the Hero Wars
  rules belongs to the Lhankor Knowing subcult by default.
  Physical Abilities: Craft Writing Supplies, Talk for Hours.
  Mental Abilities: Academic Debate, Know [Library], Know Trivia, Mytho-
  logy of Lhankor Mhy, Mythology of Lightbringers, Read [Local Lan-
  guage], Read [Language], [Subject] Lore, Write [Local Language], Write
  [Language].
  Virtues: Exacting, Law-abiding, Studious, Truthful.
  Affinities: x Knowledge, D Literacy.
  Senior Apprentice
  Senior Apprentices continue their research. They retain their service
  requirement of 30% of their time, but spend it teaching apprentices
  and assisting their sponsoring sage in his or her research instead of
  cleaning, cooking, and the like. They rank above other apprentices
  both religiously and academically.
  Sage (Devotee)
  A sage has proven himself the master of a single subject that makes
  him worthy of being a teacher and researcher. A sage may research on
  his free time, although most specialize in the one they mastered for
  their study plan.
  
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  Sages spend 60% of their time serving the cult, but now the tasks are
  teaching or research rather than maintenance. Some devotees choose
  to become Wild Sages, but most prefer the comfort and safety of the
  temple. Sages may only marry other sages or those who would qualify
  as sages if they joined. This again is marrying Truth with Knowledge.
  Affinities and Feats: 
  x Knowledge (Clairvoyance [use the Magic Distance chart from Hero Wars],
  Find Obscure Fact [D+10 to D+30 depending on the obscurity], Inter-
  pret Spoken Language, Read Mind [D+20], See Past Events [D+10 to
  D+50 depending on how far in the past])
  D Literacy (Duplicate Document ritual, Reconstruct Document ritual,
  Search Library, Translate Document [must be able to speak the lan-
  guage in question], Unfading Letters)
  Scholar (Disciple)
  Lhankor Mhy’s disciples are called Scholars, although some temples have
  quaint local titles, such as Professor or Learned Sage. They spend all of
  their time delving deep into obscure subjects. Most resemble the image
  of the absent-minded professor: incredibly knowledgeable about their
  (often esoteric) field, but incapable of functioning in normal society. A
  candidate must meet the normal requirements for discipleship. He must
  know how to Read and Write at least one language at 1W2 and must
  have four other mental abilities at 1W2 or better. These can be from dif-
  ferent areas of study, but usually relate to a single area of expertise.
  Subcults of Lhankor Mhy
  xF Chernan the Seeker
  Chernan was a follower of Lhankor Mhy during the Vingkotling Age.
  Despite the dangers, he followed in the footsteps of his god and so dis-
  covered many new things. His followers are explorers and field re-
  searchers, and most Wild Sages belong to his subcult.
  Virtues: Independent.
  Affinities:
  2 Exploration (Dodge Falling Objects, Remove Dust, See in the Dark,
  Sense Danger, Waterproof Pack)
  Secret: See History ritual (This ritual allows the user to see the history of
  an object he holds or a place he is in. He may speed up or slow down
  the rate at which the history unfolds. He may use his senses — mun-
  dane or magical — to investigate the history, but he cannot affect it.)
  F
  
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  xG The Gray O 
  Ones
  The Gray Ones were a group who avoided Chaos and found the way to
  safety before the onset of Time. It is from them that the cult learned the
  art of making maps, but they also taught the art of copying documents
  so that the cult could better preserve knowledge. Many cult daimones
  are Gray Ones, and it is because of them that worshippers originally
  gained the common nickname of ‘Gray Sages.’
  Mental Ability: Mapping, Memorize Details.
  Affinities:
  D Copying (Copy Text Perfectly, Draw Accurately, Dry Ink, Erase Error, 
  Illustrate Text Beautifully)
  Secret: Find the Way ritual (This summons one of the Gray Ones to guide
  the summoner and anyone who follows him. The Gray One finds the
  safest path, and tells the summoner of any dangers or enemies ahead.)
  xH Hevduran the Sword Sage
  Hevduran was a follower of Lhankor Mhy in the Vingkotling Age. He
  became so outraged at the foes disturbing him that he finally took up
  weapons himself. He even wrote the first book on fighting techniques.
  Most sages consider Hevduran to be perverse, a bastardization of their
  ideals. These same worshippers praise the Sword Sages as defenders of
  the innermost shrines against invasive forces. Since the coming of the
  Lunars, Hevduran’s cult has become more popular in Sartar and Pavis.
  Physical Abilities: Close Combat ([Sword] Fighting), Talk while Fighting.
  Mental Abilities: [Local Enemy] Tactics.
  Virtues: Brave.
  Affinities: 
  0 Combat (Artful Blade, Block Attack, Distract with Words, Find Oppon-
  ent’s Weakness, Surprise Attacker)
  Secret: Defend Knowledge (Acts as an integrated passion spirit, giving a
  bonus of 1/4 the secret’s rating to any ability used to defend any form
  of knowledge from destruction.)
  xI Lhankor Knowing
  Lhankor Knowing is the Lawthane of the Storm Tribe. Worshippers among
  the clans usually belong to this subcult, which also has members in the
  cities. They maintain the chronicles of their temples, record the decisions
  of courts, and hire out as investigators, interrogators, and experts.
  I
  
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  Affinities: 
  y Law (Cite Precedent, Find Loophole, Impress Jurors, Interrogate Witness,
  Locate Evidence)
  Secret: Reveal Truth (Acts as a mystic strike with the asking of a single
  question. In addition to contest results, if driven to 0 AP or below the
  magic forces the target person or object to speak, reveal, or otherwise
  make the Truth known.)
  xJ Torvald the  AAlchemist
  Lhankor Mhy lived during the Golden Age, before many things were
  created or changed. He was the first to learn of the different Other-
  worlds, and he alone knew how to use all their magics. When the Spike
  was destroyed, it became harder to draw on the Otherworlds. Each time
  he used knowledge he had learned in one world, knowledge from the
  others became more difficult to use. Being the Lord of Knowledge, he
  realized that he had to make a choice. In the end, he chose to be a god
  so that he could best serve his lord, Orlanth.
  But Lhankor Mhy was ever loath to part with anything, particularly
  knowledge. Using the Marking Quill, he created the Great Scrolls. On
  each, he transcribed some of the knowledge from the Sorcery Plane.
  When he left on the Lightbringer’s Quest, he entrusted the scrolls to his
  followers. During the Darkness, enemies stole some of the scrolls, mon-
  sters ate others, and some of his own followers burned them to keep
  warm. When the Dawning came, only a few remained scattered through-
  out the world. One of his followers named Torvald had managed to
  retain several, mostly detailing knowledge of alchemy. He and his fol-
  lowers continued to protect them and to seek the lost scrolls. His cult
  was popular during the Imperial Age, and still has adherents today.
  Learning the scrolls is a difficult and time consuming process, for each
  is written in a different code. Once a worshipper deciphers a scroll, he
  can spend 5 hero points to gain it as a grimoire. The worshipper can
  thereafter cast the spells contained in the scroll as described in the Sor-
  cerous Magic chapter of Hero Wars.
  Sorcery comes difficult to the cult. Most worshippers cannot create tal-
  ismans for their spells, and so can only cast them by using the scrolls.
  Additionally, the cult has found it impossible to accurately copy the
  scrolls, even with magic, so each temple hoards and protects the scrolls
  that it has. Finally, use of sorcery pollutes the worshipper spiritually. Tor-
  vald’s worshippers retain Lhankor Mhy’s base affinities, but take a
  penalty when using the affinities or calling on divine aid. This penalty 
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  of -10 for initiates and -20 for devotees also applies as a Dangerous or
  Alien modifier when the worshipper is in the God World, even if he is
  in the Storm Realm.
  Many Lhankor Mhy temples contain a few Great Scrolls. Each guards
  theirs jealously, and Torvald’s worshippers can only study or use them
  under close supervision. Over half of the scrolls contain alchemical for-
  mulae (equivalent to spells), so most people view Torvald’s worshippers
  primarily as alchemists. (Many of the other scrolls have spells to trans-
  late various languages.) The worshipper must use his Alchemy ability
  to create the substance properly. If he achieves any level of victory, the
  potion or other substance gains a rating equal to his target number in
  the formula. The spell then takes effect when someone ingests, applies,
  or otherwise uses the substance as specified in the scroll.
  Torvald’s subcult was one of those that moved to the Final Information
  Library. One of the jobs of the Chief Alchemist there is to keep track of
  the Great Scrolls. The subcult has records of 147 scrolls contained in Lhan-
  kor Mhy temples; of these, only 32 hold more than one formula or spell.
  (This count is of the codes used to read the scrolls. Thus, the greatest of
  the “scrolls” is Torvald’s Alchemical Record, a collection of twenty-six
  pieces of parchment that contains eleven alchemical formulae.)
  Mental Abilities: Alchemy, Create Portal of Power, Distill Ingredients, Read 
  [Grimoire Code], Symbolic Sight.
  Secret: Create Talisman (The worshipper can use the secret to create a
  talisman for any spell that he has learned from one of the Great
  Scrolls. Each spell must link to a different talisman, and the quill
  needed for each is unique, requiring individual preparations, a differ-
  ent type of feather, and a unique linking ritual.)
  Disadvantages: Overly conservative Heortlings may view worshippers as
  sorcerers. Use of sorcery impairs the worshipper’s ability to use theistic
  magic, as described above.
  Note: Worshippers of Torvald use sacrifice, not veneration. Their worship
  does not count as Misapplied Worship, however, so they do not have
  to spend extra HP to learn or increase the subcult’s magical abilities.
  Hero Cults of Lhankor Mhy
  Dilfar Deepsighted
  Dilfar’s cult provides a good income to those temples that worship him
  by evaluating jewelry and other treasures. In most places, they do this for
  local political and religious leaders. In others, such as in Pavis, they fre-
  quently sell their services to “adventurers,” who bring back a lot of junk
  and the occasional valuable item from the adjacent Big Rubble. The
  cult usually charges a percentage of the value, but charge a minimum
  fee if asked to use magic, even if the item turns out to be worthless.
  
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  Mental Ability: Evaluate Treasure. 
  x Knowledge Feats: Learn Magic Ability of Object ritual.
  I r n a r, Sartar’s Lawspeaker
  Irnar was King Sartar’s lawspeaker, one of the companions who entered
  Kerofinela with the hero. Wherever Sartar met opposition by
  Heortlings, Irnar was there to cite precedents, speak the truth, and
  show the people that there was another way. He receives worship only
  in Boldhome, Jonstown, Swenstown, and Wilmskirk, for he created the
  laws that govern the city rings.
  Mental Abilities: Know City Ring Law. 
  y Law Feats: Negotiate Compromise, Sway Listeners.
  Jonstown Compendium #12,310
  These are the Heortling Tribes, united by Heort in the Silver Age:
  The Koroltes, named for Korol, third son of Vingkot’s Summer
  Wife, centered on Korolstead. It was one of the Vingkotling Tribes.
  The Orgorvaltes, named for Orgorvale, older daughter of Ving-
  kot’s Summer Wife, centered on Ulaninstead. It was one of the
  Vingkotling Tribes.
  The Vestantes, named for Vestene, younger daughter of Vingkot’s
  Summer Wife, centered on Goralfstead. It was one of the Ving-
  kotling Tribes.
  The Berenethtelli, named for Beren, husband of Redaylde (the
  youngest daughter of Vingkot’s Winter Wife), centered on Beren-
  stead. It was one of the Vingkotling Tribes.
  The Infithtelli, named for Infithe, middle daughter of Vingkot’s
  Winter Wife, centered on Deksarshill. It was one of the Vingkotling
  Tribes.
  The Pennenteli, named for Penene, oldest daughter of Vingkot’s
  Winter Wife, centered on Penentelada. It was one of the Ving-
  kotling Tribes.
  The Liornvuli, formed from the Lastralgortelli Tribe of the Ving-
  kotlings, named for Liorn the Young, star husband of Deleen Kod-
  igsdottir, centered on Karfonstead.
  The Forosilvuli, formed from the Lastralgortelli Tribe of the Ving-
  kotlings, named for Forosil Ferocious, star husband of Ornore Kor-
  olsdottir, centered on Uraldastead.
  The Stravuli, formed from the Jorganostelli Tribe of the Vingkotlings,
  named for Stravul, centered on Iliastead.
  The Garanvuli, named for Garan, star lover of Serias, centered on
  Iliabervor.
  The Sedenorvuli, named for Sedenor, centered on Sedenorshill.
  
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  Divine Retribution
  On the Lightbringers Quest, Lhankor Mhy confronted Jolsedar the Brain
  Flayer. He could not out-think or out-reason the demon of ignorance.
  Lhankor Mhy allowed the demon to enter him, for he knew that his
  knowledge was too great for it to take. It exploded, and Lhankor Mhy
  captured its arms and tentacles as his servants, known as jolsedarings.
  If a member violates cult dictates by lying to another worshipper or fal-
  sifying data, Lhankor Mhy releases a jolsedaring to pursue him. Lhan-
  kor Mhy is the god of knowledge, and always knows when a worship-
  per has committed such a crime. As such, the apostate’s community or
  temple never suffers for this type of crime (only).
  The jolsedaring are mindless demons that destroy their victims’ knowl-
  edge and intelligence. Eventually, the apostate loses all knowledge. If
  the worshipper repents and swears to undertake a quest for knowledge
  (as determined by divination), the jolsedaring returns to the Under-
  world. Lost knowledge does not return, and must be learned again by
  study and the expenditure of hero points.
  Jolsedaring ( B r a i n  F l a y e r) 
  Ages: All.
  Habitat: Underworld.
  Jolsedarings cannot be seen, for they enter a victim’s body and possess
  them as if a spirit. Although they have a Hidden Possession ability rat-
  ing, they are automatically successful in possessing an apostate wor-
  shipper of Lhankor Mhy.
  Jolsedaring 
  Weapons and Armor: None.
  Significant Abilities: None.
  Innate Magical Abilities: Devour Knowledge 5W, Hidden Possession 20.
  Tactics: Once a jolsedaring has possessed a victim, it begins to shred and
  devour the host’s knowledge. Each week it attacks one of its host’s men-
  tal abilities. If it is victorious, the ability’s rating is reduced as if the
  jolsedaring had used a Tap Mental spell on the victim. The creature
  does not have a Tap Pool, and it is incapable of returning devoured
  knowledge. If all Mental Abilities fall to 0 the victim dies and becomes
  a new jolsedaring. Once the victim dies, the jolsedaring leaves the body
  and seeks a new victim or returns to the Underworld, as appropriate.
  KnOW ALL ThAT yOU
  CAn KnOW
  
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  A
  Odayla
  The Deep Hunter
  Orlanth’s son, strong Odayla,
  Beast-wrestler born in bear’s shape.
  Wandering hunter, wild woods-dweller,
  Conquers the Bear, captures any beast.
  Odayla is the god of hunting, famous for wrestling the Great Bear into
  submission. He is one of the Thunder Brothers (though he rarely gath-
  ers with them), and during the Darkness he gave the Heortlings the
  skills and magic they needed to stay alive.
  Mythology of Odayla
  When Orlanth made his first exploration, he caught a brief glimpse of
  a fabulous being. Orlanth the Hunter stalked with every tool and skill
  he had, but he never caught her. When he finally gave up, she stalked
  him, and she caught him even though he tried to elude her. Her name
  was Velhara, but most of the time she is called Lady of the Wild. They
  denned together until she littered, but then Velhara told Orlanth that
  he must leave. She presented two cubs to Orlanth, but only one looked
  like him, and he told Velhara to keep the other. He returned to his stead
  with his son Ormalaya, and Velhara stayed in the wild with the other,
  whom she named Odayla.
  Odayla was born in the shape of a bear, and he was full of the wilder-
  ness. He lived with the wild things, and learned the magic of each crea-
  ture that dwelt in the wilderness. He learned of the cycles of seasons,
  magic, and souls that surrounded all, including him.
  Odayla learned everything he could, but he was not satisfied, for as he
  grew he discovered parts of himself he had not known before. All of the
  wild creatures had a father, for that was the way of nature, yet he did
  not. He went to his mother and asked her why he alone did not have a
  father. She answered that he did have a father, Varanorlanth, who had
  abandoned him. Odayla longed to meet his father, but Velhara warned
  him that the world of gods was different from the wildlands, and that
  
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  his father would never accept him as long as he was a creature of the
  wilds. Even if he could change himself, she knew that he could never
  be truly happy with his father, for he would always be part wild.
  Odayla sought a way to tame his nature so that he could find his
  father. At last he sought his final prey, the Great Bear that walked the
  Wild World and the God World. Odayla learned to travel secretly in for-
  eign realms. He became invisible to people, then animals, and finally
  even gods. He learned to read every sign, even the spoor that rain
  washed away. Odayla the Hunter stalked with every tool and skill he
  had, but he never caught the bear. When he finally gave up, however,
  the bear began to stalk him, and though he did everything to avoid it,
  it caught him.
  The two beings, god and beast, fell upon each other and wrestled, and
  for hours neither could best the other. In the end, one slew the other
  and took his skin to wear. Some Orlanthi say the Great Bear was the
  eventual victor, but others say Odayla was. Odayla’s worshippers alone
  know that there were never two beings, for Odayla is the Great Bear.
  Once he had mastered the beast, Odayla traveled to Orlanth’s stead
  wearing his former skin as a cloak. He was greeted as a stranger, for
  none knew him. Ormalaya performed the Hospitality Greeting, but did
  not recognize his own brother. Finally, Odayla came to Orlanth. He
  greeted him as father, and when Orlanth claimed no knowledge of him
  Odayla revealed his true nature and spoke his mother’s name. All of
  the alynxes fled in fear when he growled at them. Everyone was afraid
  except for Ormalaya, who took the skin off the bear so that it became
  his brother again. Orlanth acknowledged Odayla as his son, and wel-
  comed him into his household.
  Odayla stayed with his kinfolk, showing them what he had learned in
  the wilderness. He showed how to outwit both prey and enemies, and
  how to hide from danger. After a time, however, he grew restless, for
  everything was too tame. No one would let him eat the alynxes, and
  everyone disturbed him when he tried to sleep through the winter as he
  used to. Finally, he decided to return to the wilds. He taught his brother
  his final secret, the special chants and rites that return the souls of prey
  animals to Velhara so they can be reborn. Then he left his father’s
  home. Back in the wild, he found that he was no longer one of the wild
  things as he had been before. He still hunted, but now he was an out-
  sider, albeit one who knew the wilds better than any other.
  Odayla often helped Orlanth and the Vingkotlings after that, but he
  was always distant, living in the wilds, rarely showing up at the stead
  of the great god. Each time he came he brought food to his kinsmen,
  but he always returned to the wilds when he could no longer stand
  
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  being in the stead. He never took a wife, for none of the women of the
  stead would commit themselves even to a Year-Marriage with a hus-
  band who was rarely there. Despite this, he fathered sons and daugh-
  ters, many of whom followed his solitary hunting ways.
  Then came the Darkness. Odayla slept and woke as he needed to. Each
  time he awakened he found more of his kinsmen living in the wilds,
  their steads destroyed. He welcomed them, and taught them secrets he
  had not told even to his brother. He showed them how to distinguish
  life from death, how to hide from monsters and Chaos, and finally how
  to hide even from Death by going to sleep.
  Eventually, Darkness gave way to Chaos. Whenever Odayla woke,
  fewer of his followers awakened with him. At last, he awoke to a world
  that was completely dark, with no life anywhere. He hunted every-
  where, but could find no prey. He grew weaker and weaker, and finally
  came across the corpse of a dead god. Eating it was the only way to sur-
  vive, but when Odayla discovered that it was the body of his father he
  knew that his time had come. He lay down and went to sleep, the final
  sleep that is Death.
  Odayla’s death was life for the world, however, for in the Otherworld he
  awakened beside his father. He awakened the dead god, and thus
  taught him that death and sleep are the same thing. Orlanth rose and
  thanked his son, then went in search of his other companions, who
  were also dead. When he saw his father on his way, Odayla woke and
  life returned to the world.
  In Sylila and elsewhere, his followers awakened from hibernation as
  well. They were numerous at the Dawn, for his magic was instrumen-
  tal in preserving many people through the Great Winter. His worship
  was particularly strong in Sylila, but he is known in Ralios, southern
  Peloria, and Maniria as god, bear, or both. As tribes met, his worship
  often provided a common ground, and Odayla again acted as a medi-
  ator between the known and unknown, the settled and the unsettling.
  As time passed, and agriculture and pastoralism spread, Odayla receded
  with the wilds. He became the Deep Hunter, whose worshippers leave
  their steads and families to live and hunt in the wilds.
  Manifestations
  Odayla is present in the sacred weapons used to hunt game, especially
  the special “bear bows.” Although many people call him the Great
  Bear, he is associated specifically with the Ringed Bears of Sylila (where
  almost no other bears are found), which have spread south into
  Dragon Pass and the uplands of the Maniria coast.
  
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  Odayla is also visible as the constel-
  lation known as the Hunter. Some-
  times worshippers, especially Sylilans,
  say that the constellation known as
  Orlanth’s Ring is the Sky Bear.
  Icons and Images
  Worshippers depict Odayla with his
  bow or as the great ringed bear. The
  cult uses a series of runic markings that
  symbolize various prey animals and
  plants. Worshippers adorn their tools
  and clothing with these runes, and use
  them as tattoos to commemorate spe-
  cial hunts and events. They paint the
  shrines with layers of stylized animal
  images. Some extremely old sites have
  painted runes on them whose sym-
  bolism is unknown.
  Otherworld H 
  Home and Life After Death
  Odayla’s Camp is hidden in the Forest of the Winds near the Storm
  Eagle Tree, at the base of Bear Mountain in the Storm Realm. From this
  Camp, worshippers may exit to the Storm Tribe Age or Vingkotling
  Age, or into the Sky Realm that borders the far side of the forest. Only
  worshippers who travel there while hibernating can travel to the Chaos
  Age. After death, Odaylans range across the wilds of the Great Forest,
  stalking and trapping immortal beasts in the thrill of the Eternal Hunt.
  They also search for the best place to be reborn in the Inner World.
  Natuure of the Cult
  Odayla is the power that leads people out of civilization, into the wilds
  where they dwell on the boundary between the cultivated lands and
  the wilderness. Odayla is the guide for those who leave behind the
  familiar and enter the mysterious and ancient landscape that predates
  the first people.
  Odayla’s followers provide food primarily for themselves, but also for
  their families and fellow clansmen. Although their Ormalayan broth-
  ers return home each night with the prey they have caught, Odaylans
  often go weeks or seasons at a time without seeing another human,
  and might go years without returning to their home. They sometimes
  mediate with the wilderness powers (such as Aldryami or hsunchen) for
  their kinsmen.
  Odayla
  
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  All Odaylans know that they need human contact, but they meet this
  need in different ways. Many remain in the wilds for seasons or years
  at a time, avoiding human contact when possible and coming to any
  local settlement only when they need goods or close human contact.
  Many Odaylans gather into small hunting bands that hunt separately
  but live together in the wilds. A few Odaylans marry and take their
  family with them into the wilds, though few women will abandon all
  human contact to live in this manner.
  Mode of W 
  Worship
  Odaylans practice worship in every part of the hunt: while preparing,
  during the butchering, and in the feast that follows. Chants and songs
  focus their minds, muscles, magic, and instincts both before and dur-
  ing the hunt. They follow many restrictions, and they often appear
  fussy and involved with strange details.
  Hunters come singly to their sacred places to worship Odayla and
  Velhara. Their rites sometimes appear almost shamanic to outsiders,
  for they involve wild drumming, dancing, and the consumption of spe-
  cial, potent drinks and foods. Many worshippers become beasts during
  the rites, returning with scars and sometimes insights into their prey
  and competing predators.
  Odaylans often engage in hunting quests: formal, magical journeys in
  the wilderness. The goal of these quests is not to kill the beast for food,
  but to gain greater understanding of it. If the quest is successful, the
  hunter usually returns with a Beast Charm (see pg. 150). Hunters some-
  times return instead with an increase in a hunting skill or a special
  ability to capture that species of animal.
  Attitudes and Relationships
  Odayla is one of the Thunder Brothers, since he is a notable son of
  Orlanth. He often rejects their company, however, and he remains
  apart most of the time. His worshippers see themselves as superior to
  their Ormalayan brothers because their hunting skills are broader —
  they fish, hunt land animals and birds, and gather berries, honey, and
  other foodstuffs.
  A
  The Cult of Odayla in Sylila
  A
  Odayla’s cult is uncommon in Heortling lands, but is widespread in
  Sylila. There, worshippers say that Odayla is Orlanth’s brother, not
  his son. The cult supplants worship of Ormalaya and Yinkin almost
  entirely. It takes the same form as the major Heortling deities, with
  core affinities and several subcults.
  
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  Odayla has no real enemies except Chaos. He has a friendly rival with
  the other hunting gods, Yinkin and Ormalaya. Several stories pit
  Odayla against Barntar, who often encroaches upon the wilderness to
  clear farmland. In the Barntar stories, Barntar wins, driving Odayla
  into the wilds. In the Odaylan stories, however, Odayla wins because
  he escapes to the wilds.
  Sacrifices
  Odaylans always leave a part of their prey for the god. Primary prey
  animals include wild cattle, deer, rabbits, wild pig, wild sheep, and
  waterfowl. Butchery requires precision to return the beast to the natu-
  ral cycle of life and death and to gain the most meat and material from
  the carcass. Chants and songs accompany this activity.
  Hunters take their prey’s last breath into themselves. They also eat a
  portion of the animal’s liver, usually freshly cut from the warm corpse.
  Holy D 
  Days
  Most hunters gather only for seasonal rites. Some mimic prey animals
  while others show how Odayla captures them. They paint their shrines
  and the walls of caves with images of the hunt, life, and death. Odayla
  does not have a community holy day except in Sylila. Because most
  Odaylans rarely return to their community, they often do not partici-
  pate in the normal communal rites; they do not suffer for this. On the
  other hand, when Odaylans are close to a community, local worship-
  pers of Ormalaya (see Thunder Rebels, pg. 225) often join their rites.
  Odayla has numerous rites throughout the year that celebrate his
  deeds, marvelous hunts of the past, and the changing of the seasons
  and prey animals. Local weather and the practices of prey animals
  determine when these rites occur. The following calendar of seasonal
  rites shows only the most common.
  A S p r i n g  M 
  M o r n
  Freeze Day, Disorder Week, Sea Season 
  Odaylans celebrate the advent of spring and the returning bounty of
  the wilderness. They make small offerings — beer, colorful strings and
  ribbons, and small beads are common — at the trees and in the mead-
  ows that lie just beyond their families’ steads.
  A Fish Festival
  Water Day, Fertility Week, Sea Season 
  On this day, Odaylans hold fishing contests and tell tales of past catches,
  with hunters competing to see who can tell the most outlandish story.
  
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  A B e r r y  F e s t i v a l
  Fire Day, Harmony Week, Fire Season 
  Heortlings celebrate this day as a minor festival worshipping Ernalda’s
  daughter Indeg, the wife of Ormalaya, seeking the bounty of summer
  at the edges of the wilderness. Odaylans must travel to the closest
  community (whether or not it is their own) and give some of the berries
  they have gathered to the clan’s eldest Asrelian, who then redistributes
  them to the families. Worshippers always leave some berries on each
  bush for the Great Bear.
  A Fox Rite
  Wild Day, Illusion Week, Fire Season 
  Many Odaylans hunt on this day without tools or weapons, relying on
  their wiles and knowledge of the wilderness to find and kill their prey.
  In this manner, the cult tests prospective initiates. Any prize is note-
  worthy, but worshippers know that to perform such a brave act is wor-
  thy of initiation.
  A Stag D 
  Day
  Wild Day, Disorder Week, Earth Season 
  Odaylans return to their family, community, or hunting band after their
  hunt. Less skilled hunters often begin their hunt a week or two before
  to ensure that they have a gift of food to bring. Worshippers burn the
  heart and liver and let the winds carry the sweet smell of flesh to Odayla
  to remind him to guide his followers in the seasons of scarcity to come.
  A W 
  Wild’s Feast
  Wild Day, Mobility Week, Earth Season 
  This is a dangerous day to hunt, for often hunter becomes prey in a
  dangerous, ritual reversal. Some hunters refuse to hunt on this day, but
  others view it as a challenge to survive and perhaps even return with
  game. Occasionally an aging hunter chooses this day to test himself
  against the wilderness. If he fails to return, the other hunters know it
  was his time to join the god. Any initiate who wishes to become a devo-
  tee must hunt on this day so that he can master his own beast.
  A W 
  Wolf Hunt
  Freeze Day, Disorder Week, Darkness Season 
  On this day, Odaylans must leave civilization to renew their eternal
  conflict with the wolves, their greatest competitors. Killing a wolf on
  this day is especially lucky and has the practical benefit of reducing the
  danger to hunters, unless Telmori dwell nearby.
  
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  A F u r r i n g  D 
  D a y
  Clay Day, Death Week, Darkness Season 
  Odaylans prepare pelts throughout the year. On Furring Day, hunters
  seek Odayla’s blessing before returning to their community (or one
  nearby) to trade for needed goods, such as weapons. A hunter always
  gifts one or more furs to the Earth priestess. Such items often become
  part of Ernalda’s regalia, “warming the great goddess.” Less social
  Odaylans may bring the gift and then leave immediately without trad-
  ing, or even leave it in the wild at an isolated holy place.
  A Flint Blessing D 
  Day
  Wild Day, Harmony Week, Storm Season 
  Odaylans spend this day alone cleaning, repairing, and sharpening
  their tools. The steady, often repetitive work forges a ritual link between
  the hunter and his tools, separating him from the wildlands even as his
  lifestyle joins him to them. Each hunter also spends the day preparing
  for his meeting with the Lady of the Wild on Gifting Day.
  X G 
  Gifting Day (The Lady’s Day)
  Gods Day, Harmony Week, Storm Season
  Odaylans gather on this day after the solitude of Flint Blessing Day.
  They honor the power and mystery of Velhara, the Lady of the Wild.
  Some worshippers hunt and offer their catch, others leave a ritual item
  (often a bow or a work in bone created over the course of the past year)
  deep in the wilderness or at a sacred place. Each year some hunters
  never return from their excursions into the wilds. Special ceremonies
  celebrate their hunts and send them to the god. These ceremonies lead
  directly into the rites that begin the Great Hunt.
  A A The Great Hunt
  Gods Day, Harmony Week, Storm Season through 
  Gods Day, Death Week, Storm Season 
  Although every hunt is sacred, the annual Great Hunt is the greatest
  challenge. The hunter who returns with the most noteworthy prey by
  the end of the hunt is that year’s champion. Worshippers remember the
  fabulous hunts of cult heroes.
  At Dusk on Gifting Day, hunters (including hunters who worship Orma-
  laya, Yinkin, and other gods) go into the wilderness. During the week,
  they return one at a time with their prizes; some never return. In Heort-
  land, where there are few Odaylans, the Great Hunt lasts but a single
  day and night (beginning on Wild Day of Death Week). In Aggar and
  
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  Skanthiland, hunters do not gather beforehand, and all arrive at their
  sacred places on the last day of the hunt to display their catch. In
  Sylila, even non-hunters of Odayla clans participate in the Great Hunt,
  and if one actually wins it shows that Odayla has chosen him.
  At Dusk on the last day, the Master Hunters seek Odayla's signs to tell
  them who is the winner. That prey animal is then sacrificed to Odayla
  in its entirety, and the other prey animals form the feast for the wor-
  shippers.
  k Bear D 
  Day
  Variable (Storm Season)
  The Great Bear begins to awaken from its hibernation on this day,
  which Odaylans celebrate when they see the first bear or its spoor.
  Odaylans give great significance to any omens observed on this day.
  
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  Organization
  Odayla welcomes both women and men. Male and female worshippers
  are equal, but there are differences in their worship. For example, only
  women may hunt certain prey animals, because of ancient pacts and
  quests. Followers of Odayla are found throughout Heortling lands and
  in many neighboring lands as well.
  Holy Places and Temples
  Odaylans revere the power and mystery of the wilderness, and all of
  their holy places are far from settled lands. Many are sacred because of
  mythic acts or ancient hunts. Hunters can point to cliffs scored by the
  claws of the Great Bear, valleys cut by the fall of Odayla’s spear, and
  rough, overgrown country where his prey attempted in vain to hide.
  Rituals, sacred blood, and paintings of prey and predator suffuse these
  places with potent magic.
  Bear Mountain is a great crest of bare, ochre rock in the Autumn Moun-
  tains of southern Peloria. It is where Odayla hibernated the final time,
  and so is where he awakened at the Dawn. Additionally, every land has
  its own Bear Hill, Grizzly Peak, or Odayla’s Rock, usually said to be the
  place where Odayla wrestled the Great Bear into submission.
  Odayla does not have formal temples. Worshippers tend to be extremely
  loose in their organization, and there are rarely formal links be tween
  individuals or bands. Master Hunters are respected wherever they travel,
  but no single hunter automatically dominates a group of hunters.
  Membership Requirements
  Heortlings acknowledge Odayla’s place in the Storm Tribe, but also
  realize that he has a special relationship with the wilderness. He is a
  provider and is the master of obscure but special mysteries.
  Hunters are peripheral to most clan activities, and the deep hunters are
  almost strangers, so uncommon are they most of the time. Clans view
  the deep hunters as odd compared to the regular clan hunters, who
  view the wilds as a hostile place and usually return each night to their
  stead. Children displaying some affinity for the wilderness and the
  hunt receive training and guidance until they come of age and for-
  mally initiate into the mysteries of Odayla.
  Deep Hunter (Initiate)
  Men and women wishing to initiate to Odayla must show an affinity
  for the wilderness. Anyone may test himself against the wilderness, and
  true Odaylans always survive. The children of hunters often follow his
  
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  path, but even many children of Odaylans worship Ormalaya or an-
  other Orlanthi deity instead.
  Initiations typically take place in Sea or Fire Seasons, more rarely in
  Earth Season. Older hunters instruct those seeking initiation, paint them
  for the sacred hunt, and send them into the wilderness. If the candidate
  survives and returns with their catch and sanctified hunting weapon,
  Odayla has chosen them. Only those who are truly to be Odayla’s sur-
  vive, so the Master Hunters are strict in their testing of those seeking to
  join the cult.
  The hunter must pursue his prey, and this is always a great challenge
  even for an accomplished hunter. The seeker finally wounds his prey,
  and as it dies he must promise to carry a portion of its life within him-
  self so that it can return to life in the future. The initiate returns and
  gives his prey to the community, the last such gift he will give as a full
  member. He leaves with his fellow hunters, and away from settled
  lands they celebrate his initiation with drumming and dancing as he
  relates his story for them. The Master Hunters sometimes tattoo him
  with a stylized image of the prey animal he caught, but if he received
  any scars from the prey animal they become his initiation marks.
  Odayla is different from many Heortling deities in that he has no sub-
  cults. Instead, Odayla himself provides all three affinities to his wor-
  shippers. Worshippers may receive Beast Charms from kolatings if they
  succeed in special sacred hunts. In return for these fetishes, the deep
  hunter must hunt for the shaman for whatever length of time the two
  agree upon before the Odaylan performs the hunt.
  Magic Keyword
  Physical Abilities: Climbing, Wrestling.
  Mental Abilities: Find Shelter, Fishing, Know Plants, Mythology of Odayla, 
  Mythology of the Thunder Brothers.
  Virtues: Brave, Persistent, Respectful of Nature.
  Affinities: k Bear, 3 Hide, g Hunting.
  Master Hunter (Devotee)
  Most hunters become devotees after a gradual increase in their abilities
  and challenges, culminating in the Bear Hunt. Many initiates have
  beast quests in which they encounter the Great Bear, but he is usually
  only glimpsed, and he is never the object of the hunt itself.
  The hunter and the Great Bear both know when the time has arrived
  for the Bear Hunt. It is by far the most challenging hunting quest the
  Odaylan will ever experience, so narrators should describe it accord-
  ingly. The hunt repeats important quests, challenges, and disasters of
  
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  Beast Charm
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  Beast Charms are an important source of magic for Odaylans. As
  they engage in hunting quests, Odaylans encounter and learn of the
  beasts of the wild and begin to discover the mystery of their own
  inner beast nature. Rather than merely killing a beast, Odaylans on
  hunting quests can instead choose to gain a mastery over the ani-
  mal. Many hunting quests involve a ritual agreement between an
  Odaylan and a kolating shaman. If the Odaylan succeeds in the
  quest, he breathes in the prey animal’s last breath in a special ritual.
  He then returns to the kolating, who takes the breath from him and
  binds it into a special fetish called a Beast Charm.
  Beast Charms take many forms: a necklace or bracelet of teeth or
  feathers, a pouch of animal parts, or tattoos or scars symbolizing the
  hunter’s special relationship with the beast. Experienced hunters
  may have many different beast charms. All beast charms are animist
  fetishes that allow the hunter to use a single magical ability from the
  spirit contained inside. The worshipper cannot change this ability.
  The hunter can use a given charm one time per day at a set ability
  rating, which cannot be increased (although a hunter can reenact
  the same quest later to seek a more powerful charm). Possession of
  Beast Charms also sometimes affects the hunter’s personality, caus-
  ing them to exhibit some personality trait of the animal. Whether
  this is severe enough to warrant a Flaw or Personality Trait is up to
  the narrator and player.
  Odaylans must spend twice as many hero points as normal to gain
  Beast Charms, since using them is Misapplied Worship. Unlike nor-
  mal fetishes, however, Beast Charms do not cause Odaylans to take
  a penalty to their theistic magic use. We provide examples below, but
  players and narrators are free to change the details or to create others.
  Primary
  Beast
  Challenge
  Ability
  Personality
  Badger
  Stubborn
  Digging
  Grumpy
  Deer
  Archery
  Alert
  Jumpy
  Eagle
  Climbing
  Keen Eyesight
  Proud
  Rabbit
  Stalk
  Alert
  Lusty
  Thrush
  Hide in Cover
  Sing
  Vain
  Waterfowl
  Stalk
  Eat Mud
  Noisy
  Wild Cattle
  Wrestling
  Strong
  Slow-witted
  Wild Pig
  Running
  Smell Food
  Short-tempered
  Wild Sheep
  Jumping
  Know Weather
  Stubborn
  
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  the hunter’s past, and ends with him meeting the Great Bear, which he
  must slay. When he breathes in its life, he finds that he has killed him-
  self, for he is the Great Bear. Although the worshipper knows this, the
  actual realization of his own death is a powerful experience that trans-
  forms him. When he returns wearing his own bear skin he is a devotee,
  with full access to Odayla’s magic.
  Affinities and Feats: 
  k Bear (Bear’s Hide, Bear’s Strength, Foraging, Hibernate, Identify Scent,
  Terrify Prey)
  3 Hide (Hide in Foliage, Mask Scent, Move Silently, Remain Motionless,
  Walk among Prey) 
  g Hunting (Acute Vision, Arrow Sureshot, Attract Game Animal, Run over
  Snow)
  Secret: Sleep Back to Life (A devotee who dies of injuries can heal him-
  self and return to life. This magic will not work if his body is eaten or
  destroyed or if the devotee died from anything but wounds. Other
  hunters usually return the body to a sacred place, there to recover or
  not, but this is not necessary. In the wilderness, normal animals will
  not disturb the body, for they know it is not food.
  Over the course of a few days to many weeks [depending upon the
  body’s condition], the corpse heals completely. At that time, the devo-
  tee awakens. Until his body recovers, the hunter’s soul moves through
  the Otherworld. Some devotees know to begin certain quests with
  Sleep Back to Life, dying and then continuing the quest on the Other
  Side before returning to their bodies. They must be cautious, however,
  for anything that happens to the quester may affect his body’s ability
  to heal and thus cause true death.)
  Hero Cults of Odayla
  Among the Heortlings, Odayla has no subcults: all members worship
  him directly and learn the same magic. However, numerous hunters of
  the past have small hero cults devoted to them. These cults tend to be
  local. Most provide only a single feat in exchange for the hunter fol-
  lowing the ancient hero’s taboo. We give three examples, but the cult
  has many great hunting heroes.
  Kudran Golden Feather
  Kudran hunted the hills and heaths of northern Sartar. He discovered
  a hunting path that took him to Umath’s Age. He slew several of the
  mighty raptors of that era and returned with their feathers, from which
  he constructed arrows that flew farther than any other hunter’s. Those
  who complete his quest learn a feat that gives their arrows a range up
  to ten times greater than normal arrows.
  
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  Membership Requirements: Worshippers must always slay at least one bird
  during any hunt, and must always carry a feather from each bird slain.
  They may never possess a Beast Charm made from a bird’s spirit.
  g Hunting Feat: Longfaring Arrow.
  Mabar the Fisherman
  Mabar was a master fisherman from Aggar who swam up the rivers of
  his land to their sources. His hero cult teaches hunters the ability of
  Fishing to such great heights that it seems magical. Those skilled in his
  ways can even track fish from the shore.
  Membership Requirements: Members may only fish, not hunt, during
  Fertility Week of each season. 
  k Bear Feat: Scent Underwater Fish.
  Ranoo Longlegs
  Ranoo was a Sylilan hunter famous for his ability to chase his prey for
  days, finally exhausting it. His hero cult teaches a feat that grants
  stamina, but which causes the hunter to collapse upon completion of
  his hunt. This collapse lasts for as long as his hunt did.
  Membership Requirements: Never ride in a chariot, wagon, or other man-
  made vehicle.
  g Hunting Feat: Run without Tiring.
  Divine Retribution
  Worshippers of Odayla are subject to the normal pantheon agents of
  reprisal, although their religion exempts them from certain require-
  ments of society.
  An initiate who defies the ways of Odayla or who is driven from the cult
  suffers the Curse of Odayla. The hunter’s smell offends animals, drives
  away prey, and draws predators and parasites to him. He grows clumsy
  with the tools of the hunt, and his spear and bow break easily. Depend-
  ing on the degree of offense, accidents may befall him in the wilder-
  ness. A few mistakes can easily kill a man.
  Hunters who have offended Odayla must seek atonement by going
  alone into the wilderness without their weapons. They must give up all
  of the Beast Charms and must hunt and slay an animal during a hunt-
  ing quest. If they are truly repentant the hunt will succeed, and Odayla
  will lift his curse.
  
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  j
  Urox
  Berserk Chaos-Killer and Desert Storm
  Untamed beast, savage passion, 
  Your mad berserk fury beats even Chaos.
  Your wild winds lead the war against Chaos.
  You hold vile Wakboth under mountains of stone.
  Urox is the most wild and bestial of the good storm gods, the destroyer
  of Chaos. He is violence and raw, unthinking strength, guided by
  instinct and the sensitivities of a god. He is the god of the eastern dust
  storm that leaves destruction in its wake and whose touch can scour
  flesh from bone. He is the god of berserks and the Praxian savages. He
  is a bad god, but necessary, and better than the alternative.
  Mythology of Urox
  Urox is Orlanth’s unruly brother. He was second only to Vadrus in his
  lust for violence. In Umath’s Age, Urox led his sons down from the
  Cosmic Mountain into the world, where they befriended the peoples
  and wed the goddesses. In the Storm Tribe Age, the furious god often
  fought on behalf of the Earth against Vadrus and Humakt, the chill
  North Winds. During the Gods War, Urox came into his power, for his
  nature matched the violence and trouble of the era. He often went on
  rampages and destroyed great tracts of life, such as the time his fol-
  lowers devoured all of the vegetation of the earth to prove how power-
  ful they were.
  As time went on, Urox reveled in fighting and his power of destruction.
  He contributed to the Great Darkness by goring the fire god
  Vestkarthen, whom the Uz later imprisoned. When Fear and Death
  came, openly seeking victims among the immortals, Urox was foremost
  in battle. He killed many gods and sent them to the Underworld. He
  taught Death’s virtues when he slew his own brother, vile Ragnaglar,
  with his iron horns. Even with such victories, the god could not stop the
  devastation caused by the coming of Wakboth.
  
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  Wakboth is the incarnation of Chaos, an abomination, a loophole in
  the Laws of Creation. Wakboth is motivated only by evil and destruc-
  tiveness. It had slain many gods before it came upon Urox’ final
  defense to the east of Dragon Pass. The fight was desperate and
  doomed. All Urox’ people knew that survival was only one of the pos-
  sible horrors in their future. A clean death seemed impossible.
  Urox was backed by righteous outrage and strengthened by passion,
  two things of which Chaos knows little. Although all he loved died
  about him, he stood firm, aided by all the world.
  Urox should have died there. His ear was torn off, leaving him forever
  maimed and poisoning the earth where it landed. Mortally wounded,
  Wakboth flung his broken form to the ground. The Earth, his last ally,
  healed him. Although the place where he landed became dead and life-
  less, Urox lived. The god-beast leapt up anew, and was again thrown
  down. He cried out in defiance, and the cosmos itself responded. From
  the edge of the world came hurtling a piece of the shattered Cosmic
  Mountain. It bounced once or twice across the earth and came to Urox.
  He took it in hand and crushed Wakboth, pinning him beneath tons of
  petrified Law. The cube of law pulped Wakboth, who has remained
  buried beneath the huge block of adamant ever since.
  The effort nearly killed Urox, who dragged himself to the Storm Hills,
  where he became the last living god to fall to Death. This was salva-
  tion, however, for when Wakboth came to the Land of the Dead Urox
  was waiting for him. All of Urox’ allies were there with him, of course,
  but Wakboth was alone. Urox leapt into the fray once more. When the
  battle was at its fiercest, Arachne Solara responded to his cry for aid,
  wrapping Wakboth in her inescapable webs. She devoured Chaos, and
  Urox led the gods into the new world as he had done so long ago in
  Umath’s Age.
  After the Dawn, worship of Urox spread, but the lack of any central
  organization prevented concerted action by his worshippers. Instead,
  there are many tales of brave battles against festering pockets of
  Chaos. Still, all Heortlings remember that when the Darkness was at its
  worst and Chaos entered the world, Urox rose to the challenge. Because
  of this, society tolerates his worshippers.
  Manifestations
  Urox is the desert wind that blows into Dragon Pass from Prax without
  warning in any season. Sandstorms are common manifestations of his
  power, as is the berserker rage that his worshippers embrace. Although
  other gods have this power, Heortlings know that this power comes
  from Urox.
  
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  Icons and Images
  The Heortlings usually depict Urox as
  a bull-headed man. Even when shown
  without a bull’s head, he always has
  horns on his helmet.
  Otherworld H 
  Home and
  Life After Death
  Urox has no stead in the Storm Realm, 
  just wild camps where he and his fol-
  lowers rest with their aurochs herds.
  He and his worshippers travel back 
  and forth between his Winter Camp 
  at the top of the Spiral Mountain 
  and his Summer Camps in the Bull 
  Fields. From his camps, worshippers 
  can exit to Umath’s Age, the Storm 
  Tribe Age, the Vingkotling Age, the Chaos Age, or the Eternal Battle. All
  worshippers join in Urox’ glorious life of struggle after death, fighting
  against the encroaching Chaos.
  Uroxi do not burn their dead. Instead, they make a pile of bones and
  skulls, then seat the warrior on it with his weapons, armor, and other
  favored possessions. The skulls of bulls are commonly used, but bones
  from other aggressive animals (such as boars, bears, or wolves) are also
  acceptable. If the warrior had a favored mount, it is slain and he sits
  atop it instead. The Uroxi leave the grisly remains to defy passersby
  and frighten off Chaos. The rites conclude with a song of fear, fury, and
  fighting to summon a violent wind to carry off the departing soul.
  Although some of these frightful, desiccated guardians stand watch
  over the urnfields, most stand wherever the warrior died, often far from
  settled lands.
  Urox personally pursues the souls of worshippers slain by Chaos, even
  to the pits of entropy beyond the cosmos. This assures his warriors a
  greater chance of survival after death.
  Nature of tthe Cult
  The primary purpose of Urox is to prevent the rise of Wakboth or any
  associated form of Chaos. His worshippers go wherever Chaos might be;
  since Chaos can arise anywhere, they can be found anywhere as well.
  Urox is the Desert Wind, rough and raw, capable of scrubbing the earth
  clean with its passage. He is the ruthless power of righteous purifying
  Urox
  
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  rage, and all Heortlings call on him when they need this power in their
  lives. The political power of the cult is small, at least insofar as deter-
  mining tribal policies and politics. However, the number and power of
  any local berserks always influences a chieftain or king’s decisions.
  Everyone knows of Urox. Wherever the powers of the middle air are
  hated and despised, Urox is there. He is popular where sudden fury and
  uncontrollable rage are respected or simply cannot be suppressed. His
  worship can be generalized with the statement that it is popular among
  savages, and the more savage they are, the more popular he is.
  Uroxi dislike anything that does not conform to their crude and simple
  cult. They exercise this dislike through contempt for others and their
  way of life (even if they partake of the contemptible lifestyle). They dis-
  trust strangers and their gods, and scorn anyone weaker than them.
  Socially, Uroxi berserks are unacceptable. They characteristically act with
  total disregard for any tribal taboos or manners, and they are frightful
  enough that they can sometimes avoid punishment even for murder.
  Normal people consider all Uroxi to be mindless brutes: deranged and
  dangerous, barely human. These opinions are correct, but the fear of
  Chaos overrides the temporary discomfort that people must suffer to have
  the Uroxi around. Most men fear Chaos, but the Uroxi seek it out, and
  that alone makes normal people respect them even as they fear them.
  j
  The Eternal Battle
  j
  The god Urox and the great spirit Storm Bull are the same entity. A
  divinity having both a spirit and a god aspect is unusual. Even more
  unusual is that both theist and animist members worship together,
  and neither takes the Alien World modifier in the “wrong”
  Otherworld once they have learned Urox’ secret.
  The nature of this strange reality comes from the god’s home in the
  Eternal Battle. The Eternal Battle is a cosmic anomaly — a hole that
  exists equally inside both time and myth, and that connects the
  Spirit Plane, God Plane, Inner World, and Realm of Chaos. It is a
  fragmented myth where the conflict of Urox and Wakboth continues.
  Within its deafening howl are Chaos things, remnant entities, and
  the lost souls of the Great Darkness all mixed and tumbling about
  each other. Nothing is safe there, but in that non-Time the
  Transcendent Bull rewards his followers with magic. Dedicated fol-
  lowers can join the Bull at his Final Briefing, where he hands out
  affinities and spirits indiscriminately. There, styrmen integrate spirits
  and khans of the Storm Bull learn affinities and feats.
  
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  Attitudes and Relationships
  Whereas relationships to friendly gods define most gods, Urox is de-
  fined by his enemies. Even his allies are such only because they aid him
  in this battle. He is friendly to other Chaos foes, even gods that would
  otherwise be enemies, such as Zorak Zoran.
  Urox has a special relationship with Chalana Arroy, for she healed
  Urox’ many wounds after his fight against the Devil. Her healers know
  magic to calm the berserk frenzy when the need for it is past, and Uroxi
  take a penalty of -10 when they attempt to resist her magic. Although
  many Uroxi resent this ability and so avoid her healers, others welcome
  the benefits provided by Chalana Arroy. These warriors protect her
  healers and seek out their blessings in preference to those of other heal-
  ing deities. They especially favor the worshippers of the Natyrsa sub-
  cult, who hate Chaos almost as much as they do.
  Urox has many enemies, for he fought many gods during the Darkness.
  His greatest enemy is Chaos, and Uroxi will join with enemies to fight
  the One Evil. This hatred of Chaos is absolute and allows for no excep-
  tions: “Any Chaos is all Chaos” is a popular motto of worshippers.
  Mode of W 
  Worship and Sacrifices
  Uroxi rites tend to resemble drunken brawls, with rough games, casu-
  ally random violence, and copious amounts of beer and mead. Favored
  sacrifices include bulls and weapons. Gifts of dead Chaos things offend
  him — he does not want broos and walktapi in his tent! Some wor-
  shippers take vows to kill Chaos or die trying, and the cult honors such
  berserks with special ceremonies.
  Holy D 
  Days
  Urox has no weekly holy days, for worshippers of the Bull always feel
  the power of their god within them. They do hold special rites once
  each season. Sensible people stay far away from Uroxi rites, for they are
  dangerous to outsiders. Most Heortling ceremonies invoke Urox as the
  Protector against Chaos, and so he receives frequent collateral worship.
  j N 
  No Wound D 
  Day
  Freeze Day, Stasis Week, Sea Season 
  This is the day that Chalana Arroy healed Urox so that he could rise
  again. His rage calmed, and he led the world back to life. His rites on
  these days always end in a drunken stupor, and so the rest of the world
  is spared the normal destruction his rites cause.
  Death to all Chaos
  
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  j Horn D 
  Day
  Water Day, Stasis Week, Fire Season 
  Horn Day celebrates Urox’ victory during his initiation in the Animal
  Corral. New styrmen receive their weapons if they survive the rites; many
  heroquests start on this day as well. All Uroxi must present themselves
  to their jarl with their weapons and armor, for the following weeks see
  many raids against Chaos.
  j Earth D 
  Day (Rutting Day)
  Clay Day, Stasis Week, Earth Season
  Worshippers celebrate Urox’ marriage to the Earth. Urox is interested
  primarily in the Fertility aspects of marriage, and the ceremonies re-
  semble mass orgies. This celebration is more important in Prax, where
  Storm Bull is the permanent partner of Eiritha, their great spirit.
  j Extinguish D 
  Day
  Winds Day, Stasis Week, Darkness Season 
  Extinguish Day commemorates Urox’ victory over Vestkarthen, who
  thought that he was better than Orlanth and Urox. He had been an
  ally of Urox’ father, but during the Vingkotling Age he went wild and
  began despoiling the earth. Orlanth sent Urox to deal with him, and
  the Wild Wind gored him so that his heat flowed out and he cooled.
  Worshippers of Maran often join Urox on this day, for she is an ally
  against Chaos and another who defeated Vestkarthen.
  j W 
  Wild Wind D 
  Day
  Fire Day, Stasis Week, Storm Season 
  Wild Wind Day celebrates Urox’ storm powers, which saved the world.
  It begins a two-day orgy of destruction that leads into Beat Devil Day.
  Uroxi conduct special raids to capture Chaos things for use in the high
  holy day rites on Wild Day. Of course, most of the Chaos things en-
  countered are slain, with only the toughest and most dangerous taken
  alive for the high holy day rites.
  e
  Marrying the Earth
  e
  Urox married many Earth goddesses in Umath’s Age and fathered many
  children. Urox’ worshippers may marry only devotees or priestesses of
  Earth goddesses (or the equivalent in Prax, usually Herd Women of
  the great spirit Eiritha). They may take many wives, but may not take
  concubines. Many cultists never marry, for the cult does not prohibit
  casual sex.
  
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  j j Beat Devil Day (B e l l o w 
  w  D a y,  G r e a t  U r o x  D a y)
  Wild Day, Stasis Week, Storm Season 
  Urox’ high holy day reenacts his defeat of Wakboth. The greatest cele-
  brations occur at the Block, in Prax, and every member of the cult tries
  to attend the celebrations there at least once in his life. During the rites,
  worshippers fight captured Chaos things bravely and fiercely. Each time
  part of a worshipper is sliced off, mutated, or crushed, part of the world
  comes forward. Fire and Ice give aid, as do Light and Dark, Strong and
  Weak, High and Low. When Urox is held in the air, he draws strength
  from his breath. Each styrman makes a final assault and is thrown to
  the earth. As the Sun sets they are battered and broken, barely able to
  stand. As one, they make a final cry of anger, despair, and defiance,
  and the universe itself hears their call. A stone falls from the sky, and
  together they rise and crush the foe with rocks, weapons, and bare fists.
  The healers come forward once it is safe, calming their rage and heal-
  ing the wounds taken for the sake of the entire world.
  This is also the day that all Heortlings worship Urox. Bellow Day hon-
  ors Urox if his worshippers can prove their worth by overcoming a
  Chaos thing in combat. If the Uroxi champion is successful, the com-
  munity gives him and his followers food, drink, and almost any
  amenity desired. If the champion fails, the local king or chieftain casts
  the Uroxi out for the rest of the season, allowing them back only for the
  special anti-Chaos rites of Sacred Time.
  Beat Devil Day falls on the same day as a minor Yinkin holy day. Uroxi
  often single out Yinkini for ridicule and abuse during the early parts of
  the rites, before the fight with Wakboth.
  Worshippers spend the days after Beat Devil Day fighting Chaos mon-
  sters and raiding known Chaos nests. Clans and cities near places such
  as Larnste’s Print in Heortland and Ginijji in Dragon Pass both fear and
  welcome this influx of Chaos-fighting berserks.
  Organization
  Many Heortling clans include an Uroxi among their weaponthanes.
  Most Uroxi belong to one of several independent warbands that wan-
  der about at the direction of their god, killing Chaos and straining the
  hospitality of settled folk.
  Shrines to Urox are common, but he has no permanent temples in
  Sartar. Uroxi warbands permanently populate several sacred sites, two
  of which are especially famous. The Block, a huge chunk of truestone
  located in Prax, is the most sacred Urox place in the world. Worshippers
  guard it constantly to prevent the Devil from rising again. Although
  
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  pieces of truestone can be found all around, attracting many pilgrims
  and treasure seekers, the Uroxi never use this magic, and usually hunt
  down anyone else who takes one. Instead, they put them back so that
  the weight that holds down the Devil does not lessen.
  Stormwalk Mountain, the highest peak in the Storm Hills, was formed
  from the body of a giant whose head Urox twisted off. At the top of this
  mountain graze Urox’ herds of zarur (see Anaxial’s Roster, pg. 34),
  guarded by his son Baskelos.
  Urox Heroquest Paths
  The Horns of MMinotauros
  The minotaurs is descended from Urox’ son Minotauros. Although
  few minotaurs worship Urox (for as many are animists as theists),
  they are friendly to members of this hero cult. Uroxi receive no feats
  from Minotauros, but some have minotaur followers.
  One heroquest path of Minotauros is the Horn Quest, where a suc-
  cessful Uroxi returns with a pair of bull’s horns growing from their head.
  These horns have a normal weapon rank of ^2, but against Chaos
  they have ^5 and ignore any chaotic armor (as opposed to natural
  or worn armor) possessed by the creature.
  Stormwalk Mountain
  The giant Baskelos 
  guards Urox’ herd of 
  zarur on Stormwalk 
  Mountain. An Uroxi 
  that wishes to join this 
  hero cult must follow this 
  heroquest path and 
  befriend Baskelos. If suc-
  cessfully, he must 
  spend 10% of his 
  time guarding the 
  sky bulls. In return, 
  he may try to tame 
  one bull to be his 
  riding mount. This 
  in itself is a difficult 
  task, but if the worship-
  per succeeds he gains his mount and the ability of
  Ride Sky Bull at a rating of 12. If the mount dies,
  his obligation to Baskelos ends.
  
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  Known Chaos nests are holy because Chaos is there. They thus attract
  Uroxi warbands, who guard against excursions of Chaos hordes and
  raid into the area.
  Uroxi W 
  Warbands
  Worshippers are always loyal to the jarl that accepted them into the cult.
  Each jarl has many styrmen in his following. Individual styrmen in clans
  leave to fight Chaos and to worship with other Uroxi on holy days.
  Jarls lead most Uroxi warbands, and the word of a jarl is law to his fol-
  lowers. Styrmen are only beholden to their leader, and jarls are only
  beholden to Urox. If two jarls meet, a ritual duel of head butting deter-
  mines seniority. The winner is the superior for the length of the meet-
  ing. A styrman may even challenge a jarl for dominance, as long as he
  does not challenge his ownleader. Whenever a fury jarl is present, how-
  ever, all Uroxi present acknowledge him as leader.
  Uroxi warbands are independent of any clan or tribe. An Uroxi may act
  as weaponthane to a clan chieftain or tribal king, but must answer the
  call of his jarl, even against the wishes of his chieftain. Jarls may never
  serve a temporal lord in this manner. Jarls arrange their followers into
  whatever organization is required for the job at hand.
  Membership Requirements
  Those who feel the terrible call to fight Chaos worship Urox. He has no
  initiates, dedicated priests, or god-talkers; all followers must be devotees
  or disciples. The jarls conduct all religious duties for their followers.
  Styrman (Devotee)
  An applicant must be armed with magic or weapons and must be free
  of the taint Chaos. Other considerations depend on the jarl that inducts
  him. Women are accepted, but few join.
  The initiation ritual revisits Urox’ tempestuous past. The candidate is
  thrown into the Animal Corral and must tame the wild beasts and
  smash the carnivores as Urox did. He then mates with many goddesses,
  and his sons spread over the earth. He fights all comers, from his own
  kin to the awfulness of the Predark. Finally, he fights his own personal
  Devil, and learns of the need for the support of those who love him —
  his wives and battle companions. Many Uroxi meet defeat at this last
  Broos have bruised me
  the Hand has pawed me
  
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  part of the quest, and those that do may never attempt to join the cult
  again. Some even die in their struggle with Wakboth.
  Wounds taken from this final battle become the styrman’s initiation scars.
  Although the wounds heal, their pain remains. Whenever any Chaos
  entity comes within about fifty feet of the Uroxi the pain returns, thus
  alerting him to the presence of Chaos. The pain is generally greater for
  more powerful or tainted entities, but does not inform the worshipper
  of the location or nature of the entity. Some Uroxi experience the pain
  of Chaos in other ways, perhaps reflecting hidden scars — as a foul odor,
  an ache in their head or bones, or an unnatural rage.
  Styrmen have all of the advantages and obligations of devotion. They
  must attend their warband’s wapentake on holy days, and must join all
  Chaos-fighting expeditions. They may leave their jarl temporarily with
  his permission, but must be present for at least half the year, and must
  return immediately if called. Styrmen are required to investigate any
  hints or rumors of Chaos presence personally, and to summon their jarl
  to help kill any Chaos they cannot destroy on their own.
  c
  Fines for HHearth-breaking
  c
  �
  If a hearth stone be broken or befouled, or others be incited to
  break such a stone, then four cows and lesser outlawry.
  �
  If a man lay with one not his wife, or a woman lay with one not
  her husband, or if one married lays with a thrall, or visits a body
  priestess without good cause, then three cows each occurrence.
  �
  If a man seize a woman’s breast, though she say nay, or a woman
  goad a young man to his shame, though he beg silence, then two
  sheep.
  �
  If a spirit or daimon be summoned within four walls, then one
  cow; if an evil spirit or demon within four walls, then two cows
  and cleansing.
  �
  If madness or passion be called down within the walls of the
  stead, and kin be cut, or allies or guests, and no enemy be near,
  then one cow.
  �
  If meats unwholesome be served in the pot, be they green with
  age, from strange beasts, or limb of duck, so that ill come of it,
  then two sheep.
  �
  If one given to Death shares hearth with a pregnant woman, then
  one cow against the mistress of the hearth.
  �
  If an Uroxi be denied his beer, that ill come of it, then one cow….
  
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  Jarls are responsible for maintaining their followers and seeing to their
  readiness for action. They provide food, weapons, and magic, and most
  provide styrmen with steeds, plunder, and other favors. If a styrman
  leaves his jarl, he loses these benefits. If a jarl dies, each of his styrmen
  must petition to join another jarl’s warband or form his own. An Uroxi
  cannot serve the god except by following or leading.
  Magic Keyword
  Physical Abilities: Close Combat (Greatsword Fighting, Maul Fighting,
  or Greataxe Fighting; Two [Weapon] Fighting), Ignore Pain, Tough.
  Mental Abilities: Intimidate, Mythology of Urox.
  Special Magical Abilities: Sense Chaos.
  Virtues: Brave, Fanatic, Hate Chaos.
  Affinities and Feats: 
  j Anti-Chaos (Face Chaos Bravely, Righteous Outrage, Shield against
  Chaos, Smash Chaos Foe, Strength of Desperation) 
  0 Berserk Combat (Double Blow, Fight while Dying, Great Blow, Ig-
  nore Wounds, Smash Down Opponent) 
  f Wild Wind (Call Dust Storm, Command Wild Umbroli, Scouring
  Wind Blast, Weapon Slices Like the Wind)
  Secret: Urox’ Wapentake (Devotees who learn Urox’ affinities to 1W2
  each may attend his wapentake in the Eternal Battle. There, they may
  integrate spirits from the Storm Bull Practice of the Praxian Tradi-
  tion as if they are animists. They take no penalties to magic use or
  in the Otherworld for using spirits, and do not pay any extra hero
  points due to Misapplied Worship.)
  Note: All of the feats of the Berserk Combat affinity use the rules for
  berserk magic (see Hero Wars), as does any ability they augment.
  Jarl (W 
  Warband Leader)
  Jarls are Uroxi who lead other styrmen. They are also called the Bull’s
  Head or, more familiarly, simply Bulls. They have proven themselves in
  battle against Chaos and other foes, and so command absolute respect
  from their followers. They act as both warband leaders and god-talkers
  of Urox. Jarl is essentially an advanced occupation, and styrmen who
  wish to lead their own bands must learn the necessary religious abili-
  ties or they are unlikely to attract followers.
  Jarls function as god-talkers in addition to their Chaos fighting duties;
  they gain no magical benefits, but may bring new styrmen into wor-
  
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  ship of the Bull. Such Uroxi are always subject to the jarl’s commands
  until he releases them to become jarls themselves. The only respect a
  jarl owes is to his god, the jarl who initiated him, and to whoever can
  best him in battle. He owes obedience only to his god, and is free to fol-
  low Urox’ winds wherever they lead him, at the disposal of no man.
  Entry Requirements: Must have the approval of his jarl to follow no
  man, only the Bull. He must be a renowned warrior and Chaos
  fighter (as indicated by Close Combat and Sense Chaos of 10W or
  more each), with at least four styrmen willing to follow him. He
  must have journeyed to Urox’ Wapentake and integrated a spirit.
  Mental Abilities: Initiate to Urox, Perform Sacrifice, Pray to Urox.
  Relationships: to Followers.
  Fury Jarl (D 
  Disciple)
  A disciple of Urox is known as a Fury Jarl, Rage Jarl, or Storm Jarl. Some
  people call them Storm Khans, a title taken from the Storm Bull
  Practice of Prax. Disciples of Urox are relatively common, with several
  at the Block and as many as half a dozen in Dragon Pass.
  Although a prospective fury jarl need not be a jarl, most are, for only
  years of leadership can properly prepare a follower of the Bull to
  become one with the god. An Uroxi does not need the permission of his
  jarl to attempt the Fury Jarl Rites, for no man can gainsay the Bull
  when he chooses his personal followers.
  The candidate must have served his jarl faithfully, and must have
  shown extraordinary courage and skill against Chaos. He must have at
  least 1W2 in Close Combat, Sense Chaos, a cult virtue, the three affini-
  ties, and one other appropriate ability. He must have integrated at least
  one spirit at Urox’ Wapentake.
  Fury Jarls are beholden only to Urox, and always attract a large fol-
  lowing of styrmen and jarls. Although nominally under the authority
  of Orlanth and his laws, most Uroxi ignore the niceties of Heortling cul-
  ture. Anyone insulted or wronged by a fury jarl is welcome to try his
  luck at getting him to pay wergild or other fines.
  Chaos things
  are things of
  evil
  
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  Subcults and Hero Cults of Urox
  Urox is single-minded, and has no subcults. He does have several hero
  cults, which generally teach special feats or combat techniques. Many
  warbands have exclusive access to a minor hero cult, and so teach an
  ability such as Strong or one of various fighting or weapon techniques.
  Binstarnif Awe 
  Binstarnif Awe was a Pol Joni hero, though he had orange skin. He
  trained his horse to stand despite its natural fear of Chaos, and he
  teaches others to do this as well. A worshipper must kill any mount that
  flees from Chaos despite this magic.
  j Anti-Chaos Feat: Fearless Mount.
  Divine Retribution
  Urox sends his Foul Breath against shirkers, cowards, and those who
  abandon their sacred duty for weaker gods. It is a foul-smelling wind,
  full of powdered dung, biting ants, spines from cactus, and other nasty
  things. It constantly surrounds the malefactor, warning those around
  him of Urox’ displeasure. As bad as the smell and stinging is for those
  near him, they are even worse for the apostate, who has difficulty
  breathing and acting normally within the miasma.
  Normal social interactions are impossible with the Foul Breath sur-
  rounding the apostate. Additionally, he takes a penalty to any Urox
  magic or physical activity that he attempts. The penalty varies with his
  crimes. A styrman who shirks his duty or ignores the call of his jarl
  takes a penalty of -3 to -5 for a season or two. One who flees from
  Chaos or abandons the Bull might take a penalty of -15 to -20 or more
  until he makes atonement.
  Urox also punishes those who abandon his worship by intensifying
  their sensitivity to Chaos and the pain that it brings them. He then
  removes all magic gained from his worship, so that the worshipper
  cannot effectively fight it.
  Chaos always
  comes from the
  north
  
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  z
  Vinga
  Goddess of Protection and War
  Red-headed Vinga, valiant avenger,
  Bold battle-woman, brave spear thrower,
  Daring and dauntless, defends the helpless,
  Loyal Daughter, laughing warrior.
  Vinga is the warrior goddess for women, and is also a primary protec-
  tor of the Heortlings. She especially protects the helpless — the lost
  child or threatened woman, the defenseless village — and inspires the
  seemingly defenseless to defend themselves. Even before the Darkness
  had begun, the Loyal Daughter stepped to the fore and guarded the
  tribe. She organized defenses and drove off the Uz. Her worshippers
  wear their skirt over men’s clothing and dye their hair red.
  Mythology of Vinga
  The childhood of the divinities in the Storm Tribe Age was wondrous
  and perfect. The gods and goddesses, all young and unformed, played
  together. Vinga played hard, whether at hurley, javelin throwing, or
  running, and with laughter and high spirits she encouraged her play-
  mates to surpass themselves.
  In those days, no one knew what their role was to be, so they did every-
  thing to see what they did best. Vinga tried many things, and even when
  she did not succeed she learned a trick or treasure or gained a friend-
  ship. Most of the gods and goddesses of the stead loved her as a good-
  natured, loyal daughter to her parents, full of laughter and courage.
  The first time Vinga lost her temper was when Elmal the Defender told
  her to keep off the palisades. “This is no place for a woman,” he
  sneered. Vinga’s fury was so great that her hair turned a fiery red. Her
  stormy wrath eclipsed even the bright torch of Elmal’s righteousness,
  and the two raged on and on, scaring the cattle and keeping everyone
  awake until Heler dowsed them both with his most miserable rain.
  Afterwards it seemed that Red Vinga did not laugh quite as much. She
  
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  became more determined, however, and even her parents thought
  twice before provoking her anger.
  As Vinga grew into a beautiful young woman, some gods began to dis-
  like her growing familiarity with things they thought no goddess should
  know. Others desired her as a pleasure-mate or marriage match. Vinga
  always turned the pride and desire of these gods to her own advantage
  before sending them on their way. Some loved her for who she was, and
  Vinga returned their affection with friendship and fierce loyalty.
  When the clan mustered to defend the tula the first time, Vinga was
  only one of many goddesses who went. It did not take long for every
  sensible goddess to realize that these battles were worse than the rough
  and tumble games that the gods played. Before long, most stayed home
  and sought another way, but the Loyal Daughter endured.
  Vinga brawled with the best at Harar Bridge. At Cheserosos, when the
  Old Sea ambushed Orlanth, she stubbornly held her place in the shield-
  wall and spoke only of final victory. She fought at Doreros and escaped
  when Hancheros drowned the fyrd. She could not avoid the reach of
  Madadan, who swept her up at Kongarl with the rest of the women. She
  labored beside the other prisoners to dig the Dral Air Tunnel, and so
  was one of the escapees. At Thrinbarri Roofs, she fought with sword and
  shield. When Jiril tried to flee, she cut him down like a cowardly
  Vadrudi. She honorably spared him when he surrendered, but forced
  him to relinquish his powers. At these battles, Vinga sometimes fought
  among the War Women and sometimes among the Thunder Brothers.
  After the Battles of Thrinbarri, the Thunder Brothers fought to destroy
  the greater sea gods and dry the lands. Vingkot led them to conquer the
  peoples and settle the recovered lands, from Sivilis to Velun. During this
  time, Vinga stayed at home to learn from her female kin. She joined the
  Weaver Women in the Loom House, and was as adept in the arts of the
  hearth and stead as she was at fighting. She even made their same old
  tasks easier one day when she measured out fields for her mother and
  sisters by hurling her javelin exactly one mile from each marker rock.
  z
  Vingan Defeats
  z
  Vingans admit to their goddess’ losses in the Gods War. Foolish men
  occasionally view this as a sign of Vinga’s inferiority, for almost none
  of the Thunder Brothers has such events in their public mythology.
  Those men are stupid. If they ventured deeper into their own gods’
  myths, they would find that most of them were at Cheserosos,
  Doreros, and Kongarl. Whenever men cast such taunts, a typical
  Vingan response is to say, “You were there,” and leave it at that.
  
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  Vinga taught manners to people. She was one of the Great Twelve who
  cracked skulls and stopped all provocative speech, fighting at table,
  and bone throwing. The Loyal Daughter showed the power of words as
  a weapon, a shield, and a gift. She stood beside her mother when
  Ernalda spoke the Belittle Words, which were sharp enough to prevent
  kinstrife and so dangerous that they made Orlanth bleed.
  One event, towards the end of the Vingkotling Age, catalyzed Vinga’s
  committed powers. The gods were gone — Orlanth had departed on his
  Great Journey, Elmal was taking his torch gift to the Shiver Bone clans,
  and Vingkot was off fighting the Vadrudi, who were plundering the
  northern regions. But not all of the Vadrudi were so far away. Valind
  appeared upon his thundering ice ram and sought to plunder the
  undefended stead. Ten good demigods, fyrdmen all, rose to stop him.
  They fell, for simple farmers could not face such a wild and violent
  monster. The goddesses all ran to hide or tell Ernalda, but Mahome
  stopped stone cold, frozen in place by Valind’s magic. If Valind took her,
  all the Vingkotling hearths would go out. Perhaps Ernalda could do
  something if that occurred, but Vinga did not wait to see.
  Vinga shielded Mahome, and in fury cast her javelin to deter the
  advancing Valind. He threw a blanket of deep snow upon the ground,
  but Vinga wrapped her cloak around Mahome and leapt onto a tree-
  top. She rushed at him, dancing across branches and leaping from tree
  to tree. He made the snow deeper, even over the treetops, but Vinga ran
  over the snow as if it were hard earth. Vinga then showed the powers
  that she had taken from Jiril. Her Defender Wind howled around the
  stead and flew into the face of the god. The snows and cold winds
  locked in combat with her gentle rain and warm breezes, so that only
  Valind remained. Valind closed to slice his opponent with his icy spear,
  but dancing Vinga again cast her wind-fed javelin, and it bit so deep
  that he bled icy blood. Her second javelin would have killed him if he
  had stayed, but cowardly Valind turned and ran, so it slew his icy ram
  instead. Vinga pursued him as far as the boundary stones, and from
  that spot threw another deadly missile when he was a mile away. She
  returned and sacrificed the ram to Orlanth, so that he would know his
  daughter had remained loyal.
  When the Thunder Brothers returned and heard what had happened
  they were ashamed, and swore it would never happen again. Together
  0
  The War Women
  0
  Several goddesses in the religion are combative and warlike, and when
  they gather they are called the War Women. They include Vinga,
  Maran Devor, Erantha Gor, Babeester Gor, Bevara, and Enferalda.
  
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  they devised watch schedules and patrols, and the weaponthanes set
  guardian stones to thunder and shout if an enemy approached. Vinga
  did not need their aid, however, and since then her Defender Storm has
  protected the Heortlings from Valind and his followers.
  As the Vingkotling Age dwindled to the Great Darkness fewer and fewer
  folk remained, and Vinga was one of those who took on greater tasks.
  When Odayla brought the starving Cattle Orphans to the stead, Vinga
  taught them to be men. When Elmal was lost and wounded in the
  Stone Forest, Vinga tracked him with her Bright Eye, found food to
  restore his strength, killed his adversary with Elmal’s own spear, then
  forged a path to bring him safely home. She killed the Uz ravager Gash
  Gra Nak with a plow borrowed from Barntar, and bluffed the Eat You
  Army by having Voriof mount straw warriors on the backs of his many
  sheep. On Grizzly Peak, Vinga protected her friend Drenyan Red Claw
  from the Marching Teeth as she labored to give birth to Heort the Swift.
  As death overtook the cosmos, the gods of war went away one by one,
  until only Elmal remained. Even he was ill with cold, and sometimes he
  wrapped himself so close with his blankets that he was practically dark.
  All that time, Vinga protected the stead. When Orlanth and Ernalda’s
  own houses were empty and Thunder Town was silent, with fallen roofs
  and cold hearths, when the herds of cattle and sheep were scattered
  and no more, Vinga continued to visit the places where people lived.
  Her power was instrumental in helping to inspire and defend the rem-
  nant humans in their chilly, isolated steads.
  When Uz attacked, Vinga met the Dark Folk with cunning. When
  unthinking Chaos sought to devour, she met it with fury and a bronze
  javelin. If the enemy threatened to overwhelm the stead, she retreated
  to protect those in her care, but always struck back swiftly and in unex-
  pected ways. Only once did Vinga sleep at her post. Even then, it was
  so that she could go to guard Ernalda and clutch her portion of the
  Cosmic Web that imprisoned Wakboth.
  Many Heortlings worshipped Vinga at the Dawn. Although myths, hope-
  and-laughter songs, and sometimes ribald campfire tales of Vinga’s
  exploits spread rapidly with Lightbringer missionaries in the Dawn
  Age, her cult and direct worship did not. Even today, Vinga is known in
  many regions where she is not worshipped. She has some followers in
  Ralios, but the cult never took root in Talastar or elsewhere in Peloria.
  Manifestations
  Vinga is present in all of her followers, but more generally wherever
  women must defend themselves or seek vengeance alone. She is also
  present at difficult childbirths.
  
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  Icons and Images
  Heortlings portray Vinga as a young
  woman wearing a warrior’s helmet.
  She is often laughing or smiling.
  Most commonly, she holds a javelin in
  one hand and raises the other in a
  gesture of protection or reassurance.
  The image of a single open eye with a
  storm whirl as its pupil invokes
  Vinga and denotes her presence.
  Otherworld H 
  Home and
  Life After Death
  The Red-Headed Lodge stands by the
  Twisted Flint Spire on Orlanth’s Stead 
  in the Storm Realm. From there, ini-
  tiates may exit to the Vingkotling 
  Age or Chaos Age. After death, Vingans feast, hunt, and relax from the
  burdens of combat as reward for their lives. They may go to Orlanth’s
  Hall or visit any of the Thunder Brothers when they want to enjoy men.
  Women who die in childbirth are honored at the Red-Headed Lodge, for
  they too are heroes who bravely gave their lives in service to the clan.
  Natuure of the Cult
  Vinga is the goddess who does a god’s job of fighting enemies. She is
  the protector of the hearth when all men are gone and an expression
  of the courage of women. She is a goddess in her own right, but at the
  same time functions as an aspect of Great Orlanth. Her worshippers
  understand that she is Orlanth's compassion.
  Role of the Cult in the Society
  Vinga is the Heortlings' favorite female warrior goddess. Vingans do
  work that men normally do. She is closely identified with her father
  Orlanth, and is one of the Thunder Brothers. She provides a place for
  assertive, gifted, or independent women who feel the call of an adven-
  turous life. She also gives a home to those who have lost family
  through violence. Temporary membership in the cult provides a mech-
  anism for aggrieved women to seek their own revenge.
  The goddess is bold and adventurous, full of life and laughter, reckless
  but always artful. She is a lover of many, sometimes bawdy, but is a
  deadly adversary when provoked. She is a Loyal Daughter to her par-
  Vinga
  
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  ents and kin, but she also has a fiercely independent, willful streak. She
  is resourceful and crafty, and has the ability to turn her anger into
  fierce and focussed compassion. Though often a peacemaker, her terri-
  ble fury brings vengeance against those who violate the sacred hearth.
  Vinga is the protector of the helpless and those who do not fight. She
  inspires them to extraordinary acts, and often finds unexpected solu-
  tions through the abilities of those she defends. A fierce and cunning
  warrior, Vinga’s main weapon is the wisdom of women that always
  seeks another way, aided by quick wits and laughter. Her best defense
  is courage and sudden movement.
  Attitudes and Relationships
  Vinga has strong connections to Orlanth, the Thunder Brothers, and the
  War Women. She has a sometimes hostile rivalry with Elmal, resulting
  from their mutual responsibility for protecting the stead and the differ-
  ent ways they go about it. Elmal is a mighty warrior, and finds it easy to
  give orders. Vinga obeys her father, however, but rarely anyone else, and
  so the two are often at odds. “I shall protect the women,” is Elmal’s proud
  boast. “We women can protect ourselves,” is Vinga’s willful reply.
  Vinga’s enemies are those who threaten the stead or harm the helpless.
  Her greatest foes are the Uz, Chaos, and the Valinding gods of ice and
  winter.
  m
  Common Reactions to Vingans
  m
  The Heortling religion allows great tolerance, and its egalitarian
  ideals are easy to accept when unconventional people are absent.
  However, worshippers of deities such as Nandan and Vinga often
  face resistance from the common Heortling confronted with their
  presence. Most stead folk lead relatively closed lives, and many
  assume that the way they live is the way everyone is supposed to live.
  Thus, gender bias is one of the most persistent problems Vingans
  face. The skalds sing of the equality of Vinga with the other Thunder
  Brothers, but bumpkin clan folk are more likely to feel resentment,
  embarrassment, or strained hostility towards her worshippers. Some
  men are fearful that a woman might best them in combat. And
  despite their gratitude for Vinga’s protection, some women cannot
  understand why a sister might give up the security of a stead to
  carouse, boast, and fight among the men.
  Narrators can choose to make these reactions as much or as little
  trouble in their game as they wish. In the end, Vinga perseveres, and
  even the most backward clansfolk learn more of the true Orlanthi
  Way through contact with her worshippers.
  
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  Mode of Worship and Sacrifices
  Public sacrifices to Vinga are of red cows. Private sacrifices to Vinga are
  of female red deer. These graceful creatures are sacred to the goddess,
  for they defend their young with great ferocity and courage. Individual
  worshippers offer locks of hair, spearheads, or the sweat of their brow.
  When Vingans seek victory in battle, they sacrifice a snow-white ram
  to the goddess.
  Vingans conduct their ceremonies in the open air, usually by the Vinga
  Poles (ornamented and warded keypost pillars that are part of a defen-
  sive palisade).
  Holy D 
  Days
  Vinga has no weekly or regular seasonal holy days. She receives worship
  as one of the Thunder Brothers at all Orlanth ceremonies. She also re-
  ceives collateral worship as one of the War Women on Axe Day (see pg.
  203), Gor Day (see pg. 221), and Loom Blessing Day (see Thunder
  Rebels, pg. 185).
  Vinga receives more formal worship on Orlanth’s seasonal holy days,
  especially Sword Day (see Thunder Rebels, pg. 212). As protector of the
  hearth, she receives worship on Ernalda’s holy day of Mahomravand
  (Hearth Day: Clay Day, Fertility Week, Fire Season). She receives public
  worship from all Heortlings on Defense Day, her high holy day, and on
  Brothers Day (see Thunder Rebels, pg. 214).
  zz D 
  Defense Day
  Variable 
  Defense Day is celebrated by all Heortlings when the first Defender
  Storm strikes (usually in late Earth Season or early Darkness Season).
  On this day, many women of the clan bear weapons and strut and
  boast as men do, to general merriment. In private ceremonies, perma-
  nent worshippers offer a single female red deer to the goddess. The god-
  talkers cure the sacrificial hide and fashion it into a magic shield,
  which they then award to the bravest Vingan.
  r
  Vingans and Lunars
  r
  The Lunar authorities have banned worship of Orlanth. Despite their
  close relationship to the Storm Father, however, most Vingans do not
  attract undue attention. There are exceptions — the Lunars have
  actively suppressed Vinga’s worship in Pavis, within Kheldon tribal
  lands, and among certain clans of other rebellious tribes.
  
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  Organization
  Vinga’s worship is widespread throughout Orlanthi territory. Only women
  worship Vinga, who in return gives them access to Orlanth’s magic. Her
  cult has many local variations of focus and custom. In some areas, for
  example, her worshippers know her not as the daughter of Orlanth and
  Ernalda but as a human hero from Heort's time. Regardless of other
  customs, however, all Vingans offer protection to the helpless.
  Vingans are common among warbands dedicated to the War Women.
  These bands are similar to other Heortling warbands, but accept only
  women. Several warbands dedicated solely to Vinga also exist.
  Holy Places and Temples
  Vinga’s center of power in Sartar is the Fort of Mists, a temple magically
  hidden among the Quivin Mountains. Other temples are located in
  Boldhome, Jonstown, at Last Cast (to the south of the Old Wind
  Temple), and in Pavis. Another important temple, Defender’s Fort,
  stood in the hills north of Swenstown, but Lunar forces destroyed it after
  Starbrow’s Rebellion. Four times it has been magically rebuilt
  overnight, and four times the Lunars have razed it again.
  Membership Requirements
  Any Heortling woman who has undergone Ernaldan initiation (see Thun-
  der Rebels, pg. 60) may join Vinga as a permanent member after con-
  vincing three sponsors (a devotee of Vinga, a god-talker or champion
  of Orlanth, and an Ernalda priestess) of her sincerity and fitness. Dedi-
  cation to Vinga is similar to Orlanth’s initiation (ibid.). When the can-
  didate returns she crops her hair, dyes it red (usually with henna) and,
  in a special ceremony, receives her weapons from the Ernalda priestess.
  Women may also worship Vinga by joining the subcult of the Red
  Woman (a subcult shared with Ernalda). Such membership is tempo-
  rary: having accomplished her vengeance or assisted in defending the
  clan, the woman normally returns to her former lifestyle. Some women
  may be permanently changed by this experience and undergo Orlanth
  initiation to become a permanent Vingan.
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  Appearance
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  Vingans have a distinct appearance. They often decorate their face,
  hands, and feet in dot patterns that proclaim their feats. All have red
  hair and wear a knee-length skirt worn over men’s trousers. Not all
  redheaded women are Vingans, but anyone wearing the combined
  clothing is.
  
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  Initiate
  Heortlings (and the Hero Wars rules) treat Vingans as if they are wor-
  shippers of Orlanth Adventurous (see Thunder Rebels, pp. 219-221),
  although she has different feats. Whatever male worshippers do, the
  Vingans do also. In most cases, wherever the Orlanth cult says “men
  only” it actually means “men and initiated Vingans only.”
  Vinga is one of the Thunder Brothers. Her initiates muster with the fyrd;
  they usually fight in the shieldwall, but often take special duties in
  defense of non-combatants. They attend weapons practice and follow
  the commands of their Orlanthi leaders. In return, they have all the
  advantages of male worshippers.
  Worshippers of Vinga created using the Hero Wars rules belong to the
  Vinga the Spearwoman subcult by default.
  Magic Keyword
  Physical Abilities: Close Combat (Spear Fighting), Fyrd Combat, Jump, 
  Ranged Combat (Javelin), Running.
  Mental Abilities: Boast, Mythology of the Thunder Brothers, Mythology of 
  Vinga, Sense Change in Weather, Track, Wilderness Survival.
  Virtues: Active, Loyal, Proud. Worshippers also adhere to Orlanth’s Great 
  Virtues (see Thunder Rebels, pg. 219).
  Affinities: 0 Combat, 2 Movement.
  Loyal Daughter (Devotee)
  Devotees are known as ‘Loyal Daughters’ or simply ‘Daughters.’ They
  are full-time warriors, most as members of the clan warband. They are
  often palisade defenders, but can be weaponthanes, forward scouts,
  explorers, or emissaries as well as any man. They must put themselves
  forward in battle, challenging enemies to single combat and accepting
  challenges in return. Many Vingans remain behind to defend the stead
  and the women and children when the warband leaves.
  Affinities and Feats: 
  0 Combat (Deadly Spear Throw, Fight against Rapist, Fight against Uz,
  Leaping Shield, Mile Javelin Throw, Spear Help)
  2 Movement (Burst of Speed, Dodge Missiles, Leap over Water, Run on
  Treetop, Run upon Snow)
  Subcults of Vinga
  In addition to Vinga’s personal subcults, initiates and devotees may
  join any aspect or subcult of Orlanth. In practice, most Vingans join
  Thunder Brother subcults such as Destor, Daylanus, and Helamakt, but
  
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  a female farmer might worship Orlanthcarl, for example, and a
  Vingan chieftain would certainly worship Dar. Although rare, it is even
  possible for a Vingan to worship only Orlanth subcults and none of
  those listed below.
  Although Vingans can join any subcult of Orlanth, male worshippers
  of Orlanth may never join any of the subcults listed below.
  fz Defender Storm
  Vinga is the daughter of Orlanth, and so she commands a wind. No
  one knew this at first, but when she fought Valind she revealed the
  power of the Defender Storm. It was at this time that the Thunder
  Brothers accepted her into their ranks as an equal. She comes each year
  when the first winter winds blow from the north, and stays as long as
  she can. She holds back the forces of winter so that the people can bet-
  ter prepare against its coming. She then departs the Inner World to
  defend Orlanth’s own stead throughout the Darkness, but returns in
  Storm Season with Ohorlanth and the rest of the Thunder Brothers.
  Vinga the Defender Storm has few initiates or devotees, but all Heort-
  lings sacrifice to her during the public Defense Day rites.
  Affinities: 
  f Defender Storm (Melt Ice, Prevent Frost, Shield Stops Wind, Warm Wind,
  Wash away Snow) 
  0 Combat Feats: Aid Throw with Wind, Piercing Shriek.
  Secret: Defeat Winter (Automatically succeed at a single final action
  during any contest in which the hero has successfully used her
  Defender Storm affinity, even if she normally would not be allowed
  a final action.)
  z0 The Red W 
  Woman 
  “Every childless widow among the Kheldon Tribe dyed her hair red
  that winter.”
  So says a chronicle of the Hero Wars in Sartar.
  Vinga is the last defense for women. When a woman screams for help
  and it arrives, that is Vinga’s power, whether the help is a door open-
  ing, an enemy falling down, or an empty boat appearing along a river.
  This is how most women experience Vinga, for only they can use divine
  aid to call upon her.
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  A formal commitment is also possible, called the Red Woman. The Red
  Woman is the blade-strength of all women. Any woman may invoke
  her when faced with an overwhelming personal loss that demands
  vengeance (such as the violent death of a child or husband) or if an
  overwhelming enemy threatens the clan. To do this, she must dye her
  hair red and swear the Red Vows before the moot or at any Orlanth cer-
  emony. The worshipper must renounce her fertility, which Ernalda
  keeps safely until the Red Woman’s vengeance or other task is com-
  pleted. Sometimes the mere act of taking the vow shames previously
  unwilling men into providing assistance.
  A woman who has taken the Red Vows is called a Red Woman. She
  remains a worshipper of Ernalda, but also joins the subcult of The Red
  Woman. The worshipper may join a local Vingan band (which will arm
  and train her) or demand training and assistance from the clan war-
  band. The temporary worshipper gains Vinga’s Combat and Move-
  ment affinities and the Red Woman’s Inspire Non-combatant affinity
  for as long as she remains a member of the subcult. She may not join
  the other Vinga subcults or become a devotee unless she becomes a
  permanent Vingan. Once she leaves, she is released from her Vows and
  loses all of her Vinga magic.
  Affinities:
  W Inspire Non-combatants.
  z0 Vinga the A 
  Avenger
  Vinga the Avenger is another name for the Red Woman. When a wan-
  dering Chaos obscenity killed her lover and hearth-mates, Vinga’s fury
  and despair knew no bounds. Gustbran took the goddess’ grief and
  forged it into a blade called Vengeance. The Loyal Daughter took the
  sword and tracked the raider’s bloody trail over nine raw mountains
  and eight terrible valleys. Finding the killer and its spawn in their lair,
  she enacted a vengeance so terrible and complete that even the mon-
  ster’s name is lost to our knowing.
  Permanent Vingans may join this subcult, and they do not have to take
  the Red Vows to do so unless they wish to learn the subcult secret. Once
  they take the Red Vows, they may never regain their fertility from Er-
  nalda. Vinga the Avenger does not receive any special feats from Vinga
  or any of Ernalda’s aspects.
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  Affinities and Feats: 
  W Inspire Non-combatants (Follow Me, Last Ditch Effort, Now I’m Angry,
  Surprise Yourself, There is Always a Way)
  Secret: Blade of Vengeance (The devotee may take the Red Vows and
  then seek the assistance of a Gustbran devotee in forging her own per-
  sonal Blade of Vengeance. While she uses the magic sword, she adds
  the secret's ability rating to her Close Combat ability and Combat
  affinity. She may only do this when facing a foe that has personally
  wronged her by killing or raping a battle companion or close family
  member. At other times, the secret has no effect.)
  zL Vinga the Spearwoman 
  Vinga the Spearwoman is the most common subcult of the goddess. Her
  worshippers dedicate themselves to protecting the hearth and fighting
  against the clan’s enemies. Worshippers value cleverness and cunning
  over brute martial strength, but are also proud of their ability to fight
  as well as any man.
  Affinities: 
  L Protection (Find Lost Child, Heal Injury, Make Fire, Restore Morale,
  Shield Non-combatant)
  Secret: Defend the Helpless (The hero may instantly use her Protection affi-
  nity to defend a helpless target [whether a child, downed warrior, or
  defenseless village], even while taking another action.)
  Divine Retribution
  Vinga relies upon Orlanth to enact divine retribution. She has no
  agents or curses of her own that she sends against worshippers.
  z
  Jonstown Compendium #307,299
  Naldara Three Crops was an Ernalda matchmaker of the Shouting
  Rock clan. When raiding Grazers burned her stead and killed her
  entire family, Naldara took the path of the Red Woman. For five
  years she pursued her enemies like a demon, living alone in the
  wilderness and howling above their camps at night. In time, she
  slew every male in the band. She then returned to her clan, broke
  her spear before the altar, and quietly remarried.
  
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  How Vinga Joined
  the Thunder Brothers
  When Vinga became a woman, she rejected the boring life of a
  steadwife and decided to join her father’s household. Ernalda saw
  that Vinga had made up her mind, so she gave her a hide shield
  and the bronze javelin that Orlanth had given her. Her sisters cried
  and told her not to go, but Vinga cut her hair and dyed it red, then
  put on a warrior’s clothes. Only Enferalda supported her sister by
  giving her an amulet to give her strength when she needed it.
  Vinga knew that she must prove her worthiness to join the Thunder
  Brothers. She had been many places and spoken to many people,
  and she knew that a giant named Bansh Bone-biter had recently
  moved to Bear Mountain. The Thunder Brothers had not yet decided
  to attack him, so Vinga decided to kill him before they could, and
  thus prove that she was the equal of any of them.
  When Bansh heard Vinga, he rushed out to meet her. She chal-
  lenged him, and he accepted by inviting her to dinner. “Your lovely
  limbs will be fine broiling over my fire.”
  “That is not to be,” said Vinga, and she threw a javelin at Bansh. It
  bounced off of his bronze breastplate, so she aimed the next one at
  his head, but he held up his arm and it bounced off his vambraces.
  Then Bansh took up a bow he had made from the sinews and leg
  bones of his victims. He shot an arrow tipped with a tooth at Vinga,
  but she dodged it. Then Bansh shot two arrows at once, so Vinga
  dodged one and struck the other aside with her shield. She rushed
  forward, then drew her sword and in the very same motion cut off
  Bansh’s head.
  Vinga set out for the Thunder Barracks. She presented herself to
  her father, who was training with his brothers. “My lord, I wish to
  join your household and serve faithfully among your companions.”
  Orlanth looked at his daughter in a new way, for she had never
  before carried a shield. He also saw the looks of anger and disdain
  on the faces of his sons, and he thought that perhaps Vinga could
  teach them a much-needed lesson of respect for women. “My
  daughter, many wish to join, but only those who are qualified may
  do so. What talent can you add to my household?”
  Vinga took out the head and said, “I have slain giants.”
  Hedkoranth laughed and shouted, “That’s Bansh Bone-biter. Hey,
  Starkval, didn’t you swear that you would kill him?”
  
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  Although some of the Thunder Brothers seemed impressed with
  Vinga’s deed, Starkval merely pointed to a post nearby that held a
  giant head with four eyes. He said, “I killed Kankstank Neversleep,
  who rests only half his eyes at once. He killed many people and ate
  their souls. Bansh Bone-biter swore loyalty to him.” The praise for
  Starkval was much louder. Orlanth said, “Starkval slays giants.”
  “I can do many things,” Vinga replied. “Test me at anything.”
  So the Thunder Brothers held a series of contests. All of them par-
  ticipated in each one, and crowds of people came to watch the
  great free-for-all.
  Hedkoranth proposed the first contest, and all the Thunder Brothers
  took up their slings. They whirled the stones above their heads, and
  the howling was so loud that the onlookers covered their ears.
  Orlanth shouted above the noise, and all of the Thunder Brothers
  released their casts. Vinga’s stone went as far as Hedkoranth’s, but
  his returned to his hand while hers did not, and so she lost.
  Drogarsi proposed that they all dance. They danced the Papou, the
  Sword Dance, and the Thrush Walk, and Vinga danced more grace-
  fully than any of the men. Then Drogarsi called to the musicians to
  play their fastest tunes, and each of the Thunder Brothers stumbled
  or quit. Vinga had the gift from her sister to aid her, however, and
  finally only she and Drogarsi remained. She missed a step, however,
  and as the musicians sat gasping for breath Orlanth pronounced
  Drogarsi the winner.
  Vanganth said that they should all fly, so each called his wind, ram,
  or breath to bear him aloft. Vinga called her own wind, which most
  of her brothers did not even know existed, and she flew as high and
  as fast as Vanganth. When they landed, however, Orlanth judged
  Vanganth the winner, for he had flown on his own, without needing
  something to carry him.
  And so each Thunder Brother proposed a contest. In the end, Vinga
  had not won a single one, and most of the Thunder Brothers teased
  and taunted her for her failure. She simply said, “You lost most of
  them, too,” and presented herself again to her father. She asked,
  “My lord, have you any one companion who slays giants, slings, dances,
  flies, and does everything better than all but one of your sons?”
  Orlanth smiled at his daughter. “You know I do not. You have done well,
  because every man you contested with is the best in all the world in
  his specialty. You have proved yourself worthy to join my companions.”
  When he said this, most of the Thunder Brothers exclaimed in surprise.
  Only Finovan, the shrewdest of Orlanth’s sons, dared to speak. “My
  Father, all of your companions can do something better than every-
  
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  one. Hedkoranth is the best slinger, Drogarsi the best dancer, Van-
  ganth the best flyer, and none can best me at the cattle raid. My
  sister is second best at many things, but second best is not good
  enough in battle. She must prove herself not just to you, but to us
  as well. If she cannot best all of us at something then she will never
  be one of us, even should you command us to take her in.”
  Vinga looked at her brothers and saw that Finovan’s words were true:
  unless she could best every one of them at a single skill, they would
  never respect her. She responded to all of them, not just Finovan.
  “Each of you has proposed a contest, but I have not. Let each of
  you take up a javelin and we will see who is the better man.”
  On the field, Vinga let her brothers throw first. Each did great deeds,
  such as when Barntar threw his so hard that it stuck all the way into
  the ground, or when Ormalaya threw three javelins into a target so
  that each split the previous one. When they had all finished, Vinga
  stepped forward. She turned three circles and let her javelin fly with
  a piercing shriek, and all of her brothers watched in admiration as it
  flew a full mile and shattered the marking stone at the border of the
  next field.
  A great shout erupted from the crowd gathered nearby, and all of
  the Thunder Brothers echoed it. Finovan smiled cleverly at Vinga,
  and the Thunder Brothers carried her into the Thunder Barracks on
  their shields so that they could toast their newest member with
  Minlister’s best brew.
  
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  k
  Yinkin
  God of Alynxes, Hunting, and Sensuality
  Yellow-eyed Alynx, Yinkin the hunter,
  Orlanth’s brother, bed-friend to many,
  Serpentbeast’s foe, father of clouds,
  Silent and sinuous stalker and lover.
  Yinkin is the Alynx God. He is famous for his stalking, his unending
  sensuality, and his loyalty to his brother Orlanth. He helped Orlanth
  many times, and saved him in the Darkness so that he could finish his
  Lightbringer’s Quest. He is a favorite with all the goddesses, and his
  children have all played their part in the Gods Age. Though loyal to
  Orlanth, however, he is still his own cat; he remains willful and soli-
  tary, as befits a hunter.
  Mythology of Yinkin
  Yinkin is the son of Kero Fin, Mountain Mother, and Fralar, King of the
  Carnivores. Born in the Whistling Caves of his mother, his earliest life
  was solitary. He groomed, stalked, explored, and learned to bite before
  anyone knew his name. In the primeval forest of Esjenen [of the Orlan-
  thi] and Orandaro [of the Hsunchen] he crept and followed every crea-
  ture. None could escape him by hiding, running, or changing shape.
  Many goddesses desired the handsome alynx, but he was very hot, and
  only one of them could curl up with him without burning. One day,
  Eurmal fed Yinkin catnip so that he fell into a deep sleep. Then Eurmal
  led the Bad Dogs to him and helped them to steal his heat, so that he
  was only normal temperature. Yinkin did not mind, however, because
  it let him get closer to more goddesses. He seduced and loved each dif-
  ferently, and each bore a different litter after he left. Every one still
  waits for him and is glad when their tom comes by.
  In the Gods War, Yinkin had to choose between his nature and his kin
  when the Serpentbeast Brotherhood demanded that he join them or
  die. Orlanth swept through Orandaro to save Yinkin, and asked only
  
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  for fraternal duty in return. Later, the Brotherhood seized Yinkin again
  and demanded that he follow only his father, the great beast spirit
  Fralar. Yinkin stayed loyal to the Thunderer, who freed him again. That
  was when Yinkin decided to be a god and not a spirit. The Serpentbeast
  Brotherhood mustered all the hsunchen and invaded again, trying to
  carry away all of the god animals. Yinkin defeated the Brotherhood
  and kept many creatures alive that did not come from the Spirit World.
  The fraternal loyalty of Yinkin and Orlanth is legendary. When Yinkin
  was still a cub Orlanth accidentally blew him out of the cave so that he
  hurtled towards the rocks below. Orlanth rescued him because that is
  what brothers do. The two traveled together many times, often com-
  peting for the affections of the same goddess. Later, when Urox bullied
  Yinkin, Orlanth soundly beat the Bull with a lariat and stick. Yinkin in
  turn also saved his brother several times. They worked together during
  the Gods War. Yinkin even accompanied Orlanth when he left in exile,
  and saved him when he caught the scent of an invisible enemy that
  was waiting in ambush.
  After Orlanth left the world Yinkin wandered the wilds, helping lost
  humans and preying upon monsters. He taught people to hunt, and
  left litters of his descendants to help the humans. As the snow deepened
  so that even gods had difficulties, Yinkin slept in snow caves. The world
  continued to cool down until no one could tell the difference between
  life and death, and Yinkin left his cave to hunt less and less often.
  Yinkin wandered this Land of the Dead, growing weaker and weaker,
  for there were no creatures to hunt. He happened upon the Frozen Man.
  Instead of eating the corpse-cold man, 
  he licked him until he thawed. Yinkin 
  was delighted to find that it was his 
  own brother, Orlanth, who fed Yinkin 
  his last rations and went on with his 
  Lightbringer’s Quest, which strength-
  ened Yinkin so that he was present 
  when Arachne Solara cast the Net of 
  the Great Compromise. He marched 
  with Orlanth into the reborn world, 
  and even today is worshipped every-
  where the Storm Tribe is known.
  Manifestations
  Yinkin is present in all of his children
  (whether mundane or magical), and
  in certain lovemaking and hunting
  techniques.
  Yinkin
  
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  Icons and Images
  Heortling clans picture Yinkin in different ways. Some depict him as an
  alynx, always the primary breed worshipped by the clan. Others show
  him as a man with alynx features, or rarely as a man with an alynx
  head. No matter what form he takes, Yinkin always has the long tail of
  an alynx. Male Yinkini often trim their beards to make themselves look
  more like alynxes.
  Otherworld H 
  Home and Life A 
  After Death
  Yinkin has a place by the hearth in Orlanth’s Stead, but his real home
  is in the Forest of Winds in the Storm Realm. From his hidden lair, ini-
  tiates may exit to Umath’s Age, the Storm Tribe Age, the Vingkotling
  Age, or the Chaos Age. After death, Yinkini stalk elusive game through
  those dangerous woods, exulting in the risk and excitement of the hunt.
  When they hunt with Yinkin, no worshipper can tell the humans and
  cats apart.
  Nature of tthe Cult
  Yinkin is the Alynx God, the great soul of all alynxes. The Great Alynx
  was once a spirit and a god, but he chose to be the latter so that he
  could stay with his brother. By so choosing, he both enhanced his rea-
  son for being and robbed himself of his spirit nature. There are no spirit
  alynxes, only Yinkin, and so there are no alynx hsunchen.
  Yinkin helped the Orlanthi through the Vingkotling Age and early
  Chaos Age, teaching them to be self sufficient by hunting and showing
  them how to fight off Chaos. He showed people the true meaning of
  loyalty and the bond between brothers, and he never doubted that
  Orlanth would return. All Heortlings keep alynxes as pets and work
  animals in memory of this bond.
  As hunters, scouts, and teachers of courting skills, Yinkini are loyal to
  their clans. Individuals often serve the clan chieftain or tribal king,
  mirroring Yinkin’s relationship to Orlanth. In many myths, Yinkin is
  the secret perception of Orlanth, and Heortlings praise his worshippers
  for their sixth sense. Yinkini are not truly warriors, however, and some
  Heortlings see their activities as being antisocial and a waste of time.
  Attitudes and Relationships
  Individual Yinkini and Orlanthi are always friendly, even if the two are
  strangers. Worshippers of Yinkin’s paramours traditionally welcome
  Yinkin worshippers into their homes for the special “alynx form” of
  marriage that lasts nine days and then must end.
  
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  Because Yinkin denied his father, Fralar, and fought against the Ser-
  pentbeast Brotherhood, all beast spirits (and their hsunchen worship-
  pers) are hostile to Yinkin. Telmori especially despise Yinkin, as do
  those who love or worship dogs. The beast men of Beast Valley have no
  liking for Yinkin. Urox cultists must, by tradition, bully Yinkini until
  defeated by Orlanthi in a ritual battle. The bullying rarely leads to great
  injury, and sometimes the Uroxi do not even best the Yinkini.
  Mode of W 
  Worship and Sacrifices
  Yinkin's ceremonies are more cat-like than human-like, with worship-
  pers circling, leaping, hissing, and yowling throughout the rites. Wor-
  shippers always decorate themselves in an alynx costume, even if it is
  just a necklace of claws or a strap-on tail. Music from instruments strung
  with cat gut accompanies all of the dances and ritual cat fights.
  On his public holy day, Yinkin accepts kidneys burnt in the fire. After
  using his love making powers initiates leave an offering of sweets at the
  edge of a forest. Yinkin also receives a portion of every kill made by his
  worshippers, which worshippers leave with reverence near the kill site.
  Holy D 
  Days
  k Catnip D 
  Day
  Wild Day, Stasis Week, Sea Season 
  The Catnapping Incident celebrates Yinkin's cooling to his present tem-
  perature. Usually the trickster drugs the Yinkini, then the clan pours
  water on him after he falls asleep. Sometimes they have him hide,
  search him out, and then dunk him in water. The rite can turn dan-
  gerous if the Bad Dogs show up, so the clan usually posts warriors at
  the edges of the tula to keep watch.
  k Cat N 
  Nap Day
  Fire Day, Harmony Week, Fire Season 
  Cat Nap day is also called Lazy Cat Day. The longest day of the year is
  of course a favored day for alynxes and their worshippers.
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  Wooing DDay
  Wild Day, Harmony Week, Earth Season 
  On this day, Yinkin visits each goddess to celebrate his virility and the
  art of seduction. Yinkini approach non-worshippers of the opposite sex
  with ritual seduction magics, which generally end with ceremonial sex
  conducted in private. Children of these matings are always Yinkin ini-
  tiates when they grow up.
  
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  k Litter D 
  Day
  Freeze Day, Disorder Week, Darkness Season 
  On the first day of Darkness Season, Yinkini reenact the coming of Yin-
  kin to the peoples. Worshippers bring a litter of kittens that symbolizes
  the original litters left behind by Yinkin. They always present the litter
  to the maiden who was wooed in Earth Season, who then presents the
  kittens to the clan chieftain.
  k The G 
  Great Hunt
  Gods Day, Harmony Week, Storm Season through 
  Gods Day, Death Week, Storm Season 
  All the hunting gods participate in the Great Hunt (see pp. 146-147),
  hunting for the finest game and then returning the catch to their
  leader’s table. Hsunchen often try to interfere with the Yinkini in this
  hunt, making it particularly dangerous for them.
  k k Yinkin D 
  Day (L o v e r ’ s  D a y)
  Fire Day, Harmony Week, Storm Season
  Yinkin’s high holy day celebrates the birth of the world’s greatest lover.
  All Heortlings publicly worship Yinkin on this day, offering his sacri-
  fices to the clan alynxes. After the public rites, worshippers track down
  some foe of Yinkin in a sacred hunt, and the devotees read prophecies
  in its entrails.
  k Catlight Day
  Water Day, Fate Week, Sacred Time 
  Catlight Day celebrates Yinkin’s finding of the Frozen Man and licking
  Orlanth back to life. For days and nights before, worshippers fast to
  remember the hunger that Yinkin felt in the Land of the Dead. After
  they find Orlanth, they receive food from the Orlanthi to break their
  fast.
  k Return Day
  Winds Day, Fate Week, Sacred Time 
  Return Day is important to the Yinkini, who remember that they were
  the first to greet Orlanth when he returned gloriously from the Under-
  world with light and warmth. They compete on this day with the wor-
  shippers of Elmal, Vinga, and other Living Gods to be the first to see
  and greet the clan’s leaders as they return from their own quest.
  
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  Organization
  There are Yinkin worshippers in most clans, with a local devotee or
  family tending his shrine somewhere on the tula. Although devotees
  from within each clan or tribe gather to celebrate special holy days and
  sacrifices, there is no inter-temple organization. Depending on the
  group and the holy day, the most accomplished hunter or lover leads
  the rites. Shrines are the only temples to Yinkin, usually hidden in
  forests or high hills where game and alynxes are found together. Most
  temples to Orlanth Adventurous contain a shrine to Yinkin as well.
  Kero Fin Mountain is holy to Yinkini, as are the rare groves or patches
  of woodland that remain from Esjenen, the primeval forest of the
  Orlanthi. The ‘litter sites’ are also holy, although they hold no shrines.
  Yinkini sometimes travel to these sites to gain gifts from each of Yinkin’s
  children. The sites are scattered across Dragon Pass, Kethaela, and Ralios.
  Membership Requirements
  Yinkin is solitary; if he shares time with anybody, it is a lover. His initi-
  ation ceremony requires the candidate to stay in the wilds for a year. If
  the initiate can survive alone and without human contact, depending
  only on Yinkin and himself, then the god has truly chosen him. Most
  candidates exhibit traits as they are growing up that show Yinkin has
  chosen them: their father or mother may be a Yinkini, or the alynxes
  of the clan may show an 
  unusual affection for them.
  Initiate
  Heortlings wishing to join
  Yinkin must meet all of the
  normal requirements. Mem-
  bership is equally open to
  men and women. Yinkin has
  few initiates, for most wor-
  shippers choose to become
  devotees.
  Worshippers of Yinkin cre-
  ated using the Hero Wars
  rules are members of the 
  Gavren the Hunter subcult
  by default.
  
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  Magic Keyword 
  Physical Abilities: Close Combat (Claw and Bite Fighting), Climb, Dodge,
  Jump.
  Mental Abilities: Acute Hearing, Flirt, Light Sleeper, Mythology of Yinkin.
  Virtues: Curious, Hedonistic, Loyal.
  Affinities: g Hunting, p Sensuality.
  Devotee
  Yinkin has few initiates, and devotees have no special requirements or
  obligations beyond the normal ones. Most people chosen by Yinkin
  become devotees so that they are as close as possible to their god.
  Affinities and Feats: 
  g Hunting (Grow Claws, Leap from Hiding, Move without Sound, Para-
  lyzing Bite, Scent Foe) 
  p Sensuality (Feel No Guilt, Preen Self, Seduce, Sleep Anywhere)
  Secret: Become Alynx (The devotee can transform into alynx shape. Any
  ability that the shape remains able to use retains its full ability rating;
  including Yinkin magic. While transformed, the secret acts as an Alynx
  affinity from which he can improvise abilities appropriate to the shape.)
  Notes: Although each subcult has its own secret, all transform the devo-
  tee into an alynx. The difference between two secrets is the breed of
  alynx that the worshipper becomes. For information on the various
  breeds of alynx mentioned here, see Anaxial’s Roster, pp. 36-38.
  Subcults of YYinkin
  kV Alusar the Spy 
  Alusar was the son of Yinkin and a goddess known only as Eyes in the
  Dark. He was small and dark, and quickly gained a notorious reputa-
  tion for independence and for spying. He could track down any being
  he wished, and he often did so simply to learn their secrets. His prowess
  at spying was so great that he sneaked into Yelm’s Palace one time and
  saw Orlanth kill the Emperor. He was not blinded like everyone else,
  and he saw where Yelm went when he disappeared.
  Affinities:
  V Perception (Identify Scent, Ferret out Secret, Find Hidden Thing, See in
  Dark, See Hidden Being)
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  kX Gavren the H 
  Hunter
  Gavren the Lurker is the child of Yinkin and Velhara, the Lady of the
  Wild, for even she could not resist Yinkin’s advances when he came
  upon her one day in the wilds. Their child inherited the solitary nature
  of each deity, and he spent most of his time far from settled lands hunt-
  ing the prey of the Forest of the Winds. He was loyal to his sire, how-
  ever, and he always came when Yinkin called him. He even came once
  when Yinkin wanted to call him but was to weak to do so, and he fed
  his crippled father until his wounds had healed.
  Gavren followed his father’s example and mated with many goddesses
  to produce the breed of alynx that bears his name. He favored earth
  goddesses, and several times gained a mate by preventing the Uz from
  despoiling the earth. He once clawed great Karrg, the Uz war god, who
  in turn killed several of his litters. His hatred for the Uz war god knows
  no bounds.
  Mental Abilities: Evaluate Food Quality.
  Virtues: Hate Uz.
  Affinities:
  X Wilderness Survival (Cat’s Leap, Land Safely, Recognize Threats Nearby, 
  Sense Enemies, Squeeze through Narrow Place)
  k2 H 
  Hevren the Chaser
  Hevren is the oldest of Yinkin’s children, born to Mahome after Yinkin
  lay with her for the first time. He had long legs and large teeth, and
  although he loved the warmth his mother offered at his hearth, he
  loved even more to run and chase in the wilds. He was so fast that he
  and his children used to run down the great Veng birds of Peloria. Even
  today, he prefers sacrifices of chickens and ducks to wild prey.
  Affinities:
  2 Chasing (Herd Animal, Leap Far, Leap High, Run Down Prey, Stay Warm)
  kk Murni the Mouser
  Murni was the runt of the litter when the alynx ancestors were born.
  Once Ernalda had to abandon her stead, and only Voria would hide
  Murni. Murni kept their dark hiding place clear of mice, and Voria let
  him sleep on her lap so that both stayed warm. At first, Ernalda
  thought an invader was present, but Voria showed her mother the lit-
  tle creature and it became one of Ernalda’s favorites.
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  Affinities: 
  g Hunt Rodents (Bite Rodent in Half, Detect Rodents, Hunt by Scent,
  Squeeze through Narrow Opening, Terrify Rodent)
  kl Tol,  C l o u dd - Y i n k i n 
  Tol is the name that Yinkin used when he seduced Tarhelera, a goddess
  as seductive and beautiful as he was. He stayed with her for three times
  nine days, and each time she bore a different litter of cloud cats. When
  the Serpentbeast Brotherhood came to take Yinkin away the third and
  last time, he fought them as Tol, showing that his passion extended to
  something other than mating. He fought Telmor tooth to tooth and
  claw to claw, sliced Mralot with his claws despite his great wounds, and
  finally hid away when he sensed his father Fralar entering the fray.
  Affinities: 
  k Fight Hsunchen (Fight Tooth and Claw, Hide from Spirits, Hurt Spirits,
  Ignore Wounds, Sense Hsunchen Nearby)
  Divine Retribution
  Worshippers of Yinkin are subject to the normal divine wrath and
  agents of reprisal of the Storm Tribe Pantheon. Additionally, Yinkin
  himself punishes any worshipper who harms an alynx. This curse
  applies to any communal member who has called on Yinkin for divine
  aid at any time in their life.
  The transgressor is never safe when alynxes are nearby, for they treat
  him as if he is a dog. No alynx will warm itself at his hearth or take
  food from him. Instead, they hiss whenever he comes near, and may
  pounce on him or bite his legs before running away. Any Heortling
  automatically distrusts a person that alynxes treat in this manner.
  Well-known Yinkin Heroquests
  The Whistling Caves
  Each Yinkini tries to climb to the top of Mount Kero Fin at least once in
  his life. Many never return. The goal is to find the Whistling Caves and
  perform the rite to enter Godtime. There, the worshipper meets young
  Orlanth, who buffets the Yinkini with his winds and blows him off the
  side of the mountains. If he succeeds in a test against his Loyalty, the
  god will rush to save him and let him down gently.
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  Worshippers who complete this quest successfully gain a special Umbroli
  ally called Nine Lives. Any time the devotee is in danger of death, the
  Umbroli saves him if it can. Each time it attempts to rescue the Yinkini,
  it takes a small piece of the devotee’s tail (even if he does not yet know
  the cult secret and have one). After the eighth time it departs forever,
  leaving the Yinkini with a bobbed tail that is (or will be) only 1/9 as
  long as normal.
  The W 
  Wolf Death
  At the end of Litter Day, a Yinkini can try to travel to meet Telmor and
  fight him Tooth to Tooth and Claw to Claw. Worshippers of any subcult
  sacrifice to Tol the Cloud Cat before performing this quest. If the Yinkini
  is victorious over the Serpentbeast Brotherhood and Telmor, wolves will
  take fewer game animals on the clan’s tula that year, so that game is
  more abundant for the clan’s hunters. If the Yinkini is defeated, how-
  ever, then beast spirits will plague the clan and take twice as many game
  animals as normal during the next year (more if the hero receives a
  Complete Defeat). Since the support of the clan is critical to the quest’s
  success, a Yinkini will never attempt it without Extraordinary Support
  from his entire clan.
  
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  A
  Minor Deities
  Specialized Gods and
  Goddesses
  Great among gifters, storm gods gave magic,
  Taught runes to godi, first among followers.
  Godi teach feats, wise men learn them.
  Magic lets all men work with the world.
  The two Great Deities rule, Major Gods and God-
  desses oversee society, and the Minor Deities pro-
  vide special services. They have few worshippers,
  but receive sacrifices for their unusual blessings.
  Nonetheless, they perform important tasks when
  needed, provide local color for narrators, and
  offer insights into Heortling society. We provide
  eighteen examples of such minor gods.
  These cults do not always follow the standards
  set forth in Hero Wars or Thunder Rebels. Some
  have one, two, or three affinities but no subcults,
  others accept only devotees as worshippers. A few
  have many more worshippers in other lands, and
  in those places might display more magic. For ex-
  ample, some Heortlings worship Maran, but she
  is more important at the Shaker Temple. There,
  she takes the same form as most of the impor-
  tant Heortling deities, with core affinities and
  several subcults.
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  P Ana Gor
  Goddess of Death and Human Sacrifice
  Ana Gor was born when the first knife killed the first ancestor. As blood
  soaked the earth and life slipped into death, the doorway between
  Worlds opened. Ana Gor stepped forth from the God World to be the
  Goddess of Death. At first she was unconfined and traveled the world
  freely. No one knew what she was even when people were dying around
  her. Her depredations helped bring about the terrible Darkness.
  A cloaked goddess once came to Orlanth’s Hall. This was during the
  Vingkotling Age, when anyone not recognized was feared. No one
  invited her in, but she came anyway. At assembly, Ernalda engaged the
  stranger and threw back her cloak to show the tribe that she was Death.
  Humakt engaged her to see who was stronger; he was victorious, took
  control of her power, and changed the nature of her bloodshed forever.
  She was bereft of worshippers and power and thrown out of the world.
  That could have been the end of her, but she returned because people
  called upon her to obtain power by using human blood. Each time she
  came back another deity conquered her and cast her out, including Ty
  Kora Tek, Babeester Gor, Maran, and Esrola. Despite these defeats she
  always returned, and when the gods made the Great Compromise they
  discovered that she was part of it.
  Ana Gor is the goddess of human sacrifice, for only through her can a
  human being’s life force empower magic without damning or destroy-
  ing the soul. She has no permanent place of her own, but oversees the
  rites of whatever deity’s altars are used for her sacrifice. Orlanth and
  Ernalda abhor her presence, and they and their worshippers never par-
  ticipate in or authorize her rites. Only under the most rare and special
  circumstances may Humakt, Ty Kora Tek, Babeester Gor, Maran, or
  Esrola perform her rites. At any other time human sacrifice is an act of
  Chaos. Each of these deities has their own restrictions on the sacrifices
  that they will perform, whose detail is beyond the scope of this book.
  It will always be
  because when Havan
  Vor was killed his
  blood spilled
  here
  
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  Membership Requirements: None. Worship is temporary in most cases.
  Physical Abilities: Prepare Human Sacrifice.
  Mental Abilities: Mythology of Ana Gor.
  Virtues: Merciless, Proud.
  Affinities:
  P Sacrifice Human ritual (Appease Earth, Assure Fertility, Lift Curse from 
  Community, Sacrifice Apostate, Sacrifice Sacred King, Stop Plague)
  Secret: None.
  Manifestations: The ancient knife that is used for her sacrifices.
  Worshippers: Ana Gor is very rarely worshipped, but is known through-
  out Orlanthi lands.
  Holy Days: None.
  Sacrifices: Ana Gor accepts only human sacrifice.
  Other Side: Her home, the Beautiful Place, is said to be the most pleasant
  place in the land of the dead, a reward to those who offer the ultimate
  sacrifice of their lives to the gods.
  Other Connections: Ana Gor is worshipped only as a subcult of Humakt, 
  Ty Kora Tek, Babeester Gor, Maran, or Esrola.
  Disadvantages: Everyone is terrified of her worshippers if they are super-
  stitious. Even if they are understanding and philosophical, they con-
  sider members of this cult to be antisocial and dangerous.
  P
  Sorana TTor
  m
  Sorana Tor is a Dragon Pass subcult of Ana Gor, for at times the god-
  dess possesses her dominant priestess. Thus, Sorana Tor is Ana Gor,
  and although her body has changed, the goddess herself has indeed
  walked in Dragon Pass repeatedly. King Baltalbos tried to exorcise
  her cult and replace worship with a new goddess. She received him
  in the end. The madman Lokamayadon tried to wipe her out but
  failed. In the Dragon Era, both Two Mong Dragon and, later, Green
  Mong Dragonet tried, and both were ultimately failures as a result.
  Finally, the Dragonkill depopulated the temple. Nonetheless, when
  Arim the Pauper came to Dragon Pass he found the goddess waiting
  for him. “It will always be,” says Sorana Tor, “because when Havan
  Vor was killed, his blood spilled here.”
  Sorana Tor receives regular worship at the Shaker Temple of Dragon
  Pass. Her high priestess there may learn the secret of the subcult and
  embody Ana Gor so that she can bear a child to become the sacrifi-
  cial king. This is not mere incarnation, for the goddess possesses the
  individual worshipper until her death.
  
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  g Asrelia and Ty Kora Tek n
  Giver of Plenty, Keeper and Holder
  Asrelia was young during the Green Age, and she roamed so far and wide
  across the body of her mother, the Earth, that the Heortlings now call
  that time Asrelia’s Age. She bore three great daughters, Ernalda, Esrola,
  and Maran, to unknown fathers. During the Stagnant Age, she watched
  as other gods freely took the wealth of the Earth. She saved as much as
  she could, hiding it within the earth; but grew sad and bitter over every-
  thing else that was lost. During the Storm Tribe Age, her daughters left
  her to take husbands or make their own lives. Asrelia departed from the
  world and took refuge with her sister, Ty Kora Tek. When her daughters’
  protectors and powers could not save them during the Darkness,
  Asrelia took them and hid them away with her. After Orlanth found
  Ernalda in the Underworld, Ernalda convinced Asrelia to share her
  hoarded riches and so together they brought the world back to life.
  Ty Kora Tek is the twin sister of Asrelia. When Asrelia wanted to leave their
  mother and enter the world, Ty Kora Tek did not. She broke apart a dark-
  ness god, then used his parts to make a hidden cave where she could hide.
  In the Gods War, Humakt, Eurmal, Orlanth, and other gods released
  Death into the world and sent hordes of terrified souls and spirits wan-
  dering about without a place to be. Ty Kora Tek aided and sheltered those
  stricken by the new power. When some tried to leave she would not re-
  lease them, saying, “The world is mad, and I cannot let you out into
  the wildness, where you would be slain forever.” She especially took care
  of the Earth Tribe, and the earth was
  conquered because she hid so many
  Goddesses. She kept everything until
  Ernalda brought Asrelia back to her.
  Ty Kora Tek then gave her sister an
  empty, cracked pot. When Asrelia got
  to her own house, she found that the
  pot had become a full basket, which
  she emptied into the hollow world to
  fill it again.
  Ty Kora Tek is the goddess who keeps
  all good things. She is greedy for
  souls and material wealth; once she
  takes something into her vast cav-
  erns she never releases it. She is a
  gaunt and wasted goddess, hollow in-
  side, who brings sorrow to everyone
  Asrelia
  
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  and makes absence known to all. She is also the goddess who fills the
  emptiness so that the living may live, takes away and holds the sorrow,
  and makes absence mean nothing. Asrelia is the goddess of all that is
  valuable deep inside the earth, dispensing what Ty Kora Tek has taken.
  Heortlings address worshippers of Asrelia and Ty Kora Tek as “Grand-
  mother.” They demand respect and dispense advice in return. Most of
  the time, they sit by the fire, correct their daughters and granddaughters,
  and fret about the wealth and future of the clan. They tell the younger
  women how to maintain the household and make it prosper. They
  praise or upbraid the young men who call, then point out their good
  and bad points to the young women after they leave. They keep the
  clan’s winter stores, dispensing them throughout the cold weeks so that
  the children do not starve.
  Worshippers are also corpse handlers and ghost talkers. They lay out
  the dead, preserving them for seven days against the chance of return
  and preparing the corpse for last rites. Once the seven days are past,
  the body is treated with the normal Heortling rites (see Thunder Rebels,
  pg. 87). They also exorcise ghosts that plague their community, pro-
  tecting their living descendants from the dead.
  Asrelia and Ty Kora Tek are unusual in that worshippers must belong
  to both goddesses. In addition to learning the feats of the cult affinities,
  they may learn both goddesses’ secrets. In fact, a devotee must learn
  both secrets at the same time (paying the hero point cost for each sep-
  arately), or they may not learn either.
  Worshippers: Old women, grandmothers. Although some worshippers
  may favor one goddess over the other, all do the work of both god-
  desses in the world.
  Membership Requirements: Must be an Ernaldan woman past child-bear-
  ing age.
  Physical Abilities: Prepare Corpse.
  Mental Abilities: Evaluate Resources, Find Hidden Object, Genealogy, Ghost 
  Lore, Mythology of Asrelia and Ty Kora Tek.
  Asrelia Virtues: Discerning, Frugal, Wise.
  Ty Kora Tek Virtues: Grasping, Introspective, Quiet.
  Affinities: 
  o Dead People (Bury the Dead ritual, Call Lost Souls, Fight Ghost, See
  Spirits, Sense Ghost, Talk to Soul ritual) 
  g Distribute (Account for Wealth, Discern Secret, Know Needs, Make
  Goods Go Further, Reveal Hidden Object) 
  n Receive (Handle Corpse Safely, Hide Wealth, Protect Secret from Dis-
  covery, Preserve Object from Damage, Stop Thief, Store Goods Safely)
  
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  Asrelia Secret: One More Bite (A grandmother can rummage around in
  her sacred bag or basket and find a scrawny handful of old grain,
  dried apple, or other detritus, as long as it goes to a hungry child. She
  can do this only if no other food is available.)
  Ty Kora Tek Secret: Open Way Ritual (The worshipper can open a door-
  way into Ty Kora Tek’s Cavern of Silence and force any ghost through.)
  Manifestations: Asrelia is present in hidden treasures, unexpected gifts,
  and the goods stored to get a clan through the winter. Heortlings in-
  voke her aid to help the clan through the winter. Non-initiates often
  ask her aid in gaining or keeping wealth, or for luck in love. Ty Kora Tek
  is the Silence of the Grave. Few Heortlings call on her for aid. Asrelia
  and Ty Kora Tek have few holy places of their own, but often have a
  shrine within Babeester Gor, Ernalda, Esrola, and Maran temples.
  Holy Days: Worshippers offer sacrifices to Asrelia on Treasure Day (Freeze
  Day, Fertility Week, Earth Season), when Asrelia begins to gather the
  good things to her. This process is completed on Rest Day, when the
  clan celebrates the end of the harvest (see Thunder Rebels, pg. 184).
  Ty Kora Tek receives public worship from all Heortlings on Shroud Day
  (Freeze Day, Illusion Week, Darkness Season; see Thunder Rebels, pg.
  185). Her own worshippers offer prayers and sacrifice on the Night of
  Lost Souls (Clay Day of Truth Week in Storm Season), the last day of
  the Living Year and the first day of the Time of the Dead.
  Sacrifices: Asrelia receives communal sacrifices of yearlings of any hoofed
  species. Personal sacrifices involve a supplicant burying a “great”
  treasure in the earth. The treasure must be valuable to the petitioner
  or Asrelia, but does not have to have a mundane worth.
  All dead things pass through Ty Kora Tek’s hands, and so are sacrifices
  to the goddess. She receives sacrifices of black hens on Shroud Day
  and during funeral rites. Her dedicated worshippers sacrifice black hens,
  black dogs, and sometimes more frightful things in her private rites.
  Other Side: Asrelia’s abode is in the Earth Realm. She sits close to Ernalda,
  whether on the throne, at the loom, or in the fields. Worshippers can
  depart from her Green Arbor to the Green Age, Stagnant Age, Umath’s
  Age, and Storm Tribe Age. At the foot of her stool is a tiny hole that
  most people cannot see, where she puts treasures. Inside this hole is
  her vast Treasure Vault. It also leads to the Cavern of Silence deep under
  the earth, where Ty Kora Tek tends the souls of the dead. Her home
  has exits to other parts of the Underworld and to the Earth Realm. She
  does not allow anyone to leave to go into any ages of the world.
  Other Connections: Asrelia and Ty Kora Tek are inseparable, and wor-
  shippers are always initiates of both. Ty Kora Tek is often counted as
  part of the Darkness Pantheon as well. Her followers usually have
  good relationships with Humakt (who separates the Dead from the
  Living) and Issaries (who leads the Dead to their proper afterlife).
  Disadvantages: Only those that naturally come with old age.
  
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  N What are Ghosts?
  Ghosts are the immaterial remains of a dead person. They normally
  go to the Other Side, but sometimes remain in the Mortal World. Some
  ghosts are the souls of theists, some the spirits of animists, and some
  the essential essences of monotheists. No matter their origin, how-
  ever, ghosts are unable or unwilling to travel to their afterlife. Some
  are filled with rage, love, or another emotion, some have left some
  task unfulfilled, and some are simply lost and cannot find their way.
  Ghosts are most easily combated by members of their own culture,
  Thus, theists deal most easily with ghostly souls, animists with
  ghostly spirits, and sorcerers with ghostly essences. When a magician
  attempts to interact with a ghost from the “wrong” world, the nor-
  mal Alien World penalty (-20) applies.
  Every culture in Glorantha has specialists who deal with ghosts. The
  Heortlings have three deities that deal with ghosts: Ty Kora Tek,
  Humakt, and Issaries. Each year on the Night of Lost Souls Ty Kora
  Tek worshippers call all the lost or wandering souls and send them
  through their temple ground to her Silent Cavern. Since some souls
  do not wish to go or are otherwise hostile, normal Heortlings stay in
  their houses on this night. At other times of the year, a devotee of Ty
  Kora Tek opens the doorway between the Human and God Worlds
  and then coaxes, entices, or forces a ghost through.
  Any ghost overcome by a Ty Kora Tek worshipper find itself in her
  Silent Cavern, even if they originated as a spirit or essence. There
  they stay until Return Day, when Ty Kora Tek releases the Heortling
  ghosts to Issaries. Foreign ghosts usually remain prisoners in the
  Underworld. Mortals or gods can release these ghosts if they are will-
  ing to brave an alien part of the Underworld. Some of these ghosts
  may even be recognizable and contacted, but they cannot speak
  while in Ty Kora Tek’s realm.
  Humakti also deal with ghosts, and work closely with Ty Kora Tek
  when a ghost is exorcised. Whereas Ty Kora Tek entices or cajoles
  ghosts, Humakt simply slays them, opening a rift in the veil between
  the worlds with his sword and forcing them through. Ghosts slain by
  Humakt end up in his personal realm, and cannot be resurrected or
  contacted by normal means.
  Issaries the Guide can lead a Heortling ghost to its proper afterlife if
  it is willing, but he cannot force a ghost to follow him on the Path of
  the Dead. Worshippers of Issaries the Guide are rare, but this ability
  is critical to any person or party who undertakes the Lightbringer’s
  Quest, for without it the quest cannot succeed.
  
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  Umath and Asrelia
  Do you remember the Making War? It’s why we have sex. Orlanth and
  Ernalda taught us this blessing, and make the most pleasant thing
  into a sacred action of cosmic bliss. But even they had to work this
  out, for they were the inheritors of this urge, not the originators.
  The Making War went on and on, but the Old Gods could not defeat
  their Predark foes. Finally, they exercised their magic of creation.
  They created Umath, the champion, who conquered the Chaos giant.
  The Predark was driven away, and Umath created his camp.
  Umath went to the Old Gods to ask for his reward. In those days,
  all of the gods and goddesses were in pairs. The Council of Pairs 
  was made up of balanced Powers, like Stasis and Change or Love
  and Conflict. The Elder Gods were matched, like Maker and Grower.
  The Elemental deities were also all matched, each great goddess
  with a husband, and each great god with a wife. That was the way
  of the world.
  Umath, too, had a mate, a match, a partner. He had seen her when
  he returned the whole herd of delighted shell horses back to their
  home, led by their mother. Umath had been made to free her, and
  he did, and returned her home. She never had a mate, nor had
  anyone been born before him who was intended for her.
  So Umath the Champion returned to the Citadel, where the Old
  Gods waited. The ceiling overhead was as broad as the sky, and its
  floor was great enough to hold all the beings of the world. “Great
  Ones,” said Umath, “Great Ones of the World. I am me, come here
  to receive what I deserve. Where is she, Asrelia, the Mother of the
  Shell Horses?”
  They knew what he was talking about, for that coupling was the
  way of the world. He had come for his mate. When they didn’t say
  anything, Umath thought that maybe they didn’t understand, since
  he was still new compared to them. So he made his request again,
  louder this time. “She?” asked one of the gods. “She is not yours.
  She is ours, as she was before and still is now. We will not change
  that. Your request is inappropriate, in error, and wrong.”
  “Wrong? She is my purpose, the goddess for whom I was born. We
  fit perfectly.”
  “No,” said the herald. “Your request is inappropriate, in error, and
  wrong. We forbid it. You will not be allowed, and the world both cre-
  ated and uncreated is set against you. You may not, can not, and
  must not do this.”
  
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  This was so. I tell you because I saw it myself, with these two eyes.
  All the Old Gods were lined up like a wall, solid and impassable,
  unwilling or unable to let Umath and Asrelia come together. The Old
  Gods kept them apart.
  Two sounds then erupted in the Citadel Court, neither of which had
  been heard in that perfect place before. First was a sad weeping
  from Asrelia when she understood that she could never fulfill her
  desire to be with Umath. The mournful sound sank to the floor and
  collected in a corner, and was so heavy that it cracked the beauti-
  ful tile there.
  Second, Umath thundered anger, so volatile that it collected
  swirling and burning in the beam tops and punched a hole right
  through the dome the way an arrow can pierce armor, neat and
  clean. It went out like smoke through a smoke hole.
  Umath could probably have destroyed everything right then and
  there, but he was still so new that he feared maybe he really just
  didn’t understand. After all, he had just slain the monster Howling
  Void, and cut its body up to be the world. He did what the Old Gods
  expected of him, and naturally expected that they would never
  betray him and themselves. A natural alliance bound them both,
  and for the Old Gods to deny that bond was unnatural. Umath did-
  n’t know that, but he felt it, and so he didn’t know how to act.
  Umath left, and the Old Gods locked the gates behind him and kept
  him out forever after. They then worked their magic and made their
  own secret places in the new world that Umath had made. Of
  course, Umath had his own camp, like this one, to keep them out.
  They put Asrelia away in one of their own places, where she
  remained forever, never to find her true mate and husband. Umath
  worked for ten thousand years to return to Asrelia, and she spent
  that much time trying to reach him, but their union never occurred.
  So Umath and Asrelia never joined, and once the separation began,
  it continued. Soon there were other couples intended for each other
  that never met each other. Then some of the couples even broke
  apart, and the world began to fill with longing. We feel that longing
  now because we were born into that yearning world. It isn’t some-
  thing that we do, or make, or want. It just is, for us. It isn’t a fault
  to feel that way.
  Not just people had those unfulfilled desires. Lots of different gods
  and goddesses had those longings, and after another ten thousand
  years, they began to try to fill themselves with each other. They
  spawned a generation of new gods and goddesses. The deities of
  the new generation were of course heirs of their parents, but
  because their parents had not been intended for each other, each
  
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  and all held different measures of different powers. They all had
  one thing in common: the desire to be complete again.
  That’s us. We’re the children of those desires. We are the children
  of Umath and Asrelia, the first people hurt that way. We are their
  descendants, and so we are all hurt that way. We all know that. We
  can’t change who we are, any more than we can change the dam-
  age that the Old Gods did to Umath and Asrelia to make them into
  the powers of violence and separation.
  Have you ever looked at a girl and felt something strange? That is
  Umath striving for Asrelia. You feel it? That is proof you’re of
  Umath’s tribe. Like him, we have to find our mate, who is hidden.
  You are boys, you don’t know yet. You think you want something,
  eh? Something warm and wet, eh? That’s nothing compared to the
  desire you will feel when you are men, and after you truly feel a
  loss. That is a terrible way to feel, and it used to be the way that
  everyone felt: all of us, all the Heortlings.
  Orlanth and Ernalda saved us. They showed us how to fix that hurt.
  Orlanth was the son of Umath, and Ernalda was the daughter of
  Asrelia. They are in our tribe, and they had the same feeling. I don’t
  know if they knew what it was at first, but they are the ones who
  taught us what it is, and how to fix it. What did Orlanth and Ernalda
  really get? What did they give us? This: the way to be whole again.
  They found each other, and they made the way to stay together.
  They gave that to us. That is one of the many blessings of the gods.
  If you are lucky enough to find your mate, you will know. Even when
  you find your perfect mate, the power of the Old Gods works against
  you, and it is hard to stay together. But it is worth the struggle.
  Jonstown Compendium #1,471
  A traditional Earth temple cant from the Holy Country:
  “The number of the true Earth goddesses is six. First are the sis-
  ters, Ty Kora Tek and Asrelia. Ty Kora Tek was firm and grasping,
  and was barren. Asrelia was generous and rich, and had two
  daughters. Asrelia’s daughters were Maran Gor and Ernalda.
  Maran Gor was cold and frightful, and was barren. Ernalda was
  warm and fertile and had two daughters. Ernalda’s daughters
  were Babeester Gor and Voria. Babeester Gor was daubed in gore
  and slaughter, and was barren. Voria was loving and good, but the
  Gods War came and ended the theogony.”
  
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  Generations of the Earth Tribe
  Esrola
  Maran
  Ernalda
  Asrelia
  Ty Kora Tek
  Vinga
  Nandan
  Babeester Gor
  Voria
  Gata (Earth Rune)
  
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  a Babeester GGor
  Avenging Goddess, Guardian of the Earth Family
  Babeester Gor was born from her mother’s dead body. She peered around
  and saw everything there was to see, and then set off upon her task as
  the Earth Avenger. She knew how to find the murderers of her kins-
  women, and knew the powers to make them know fear, suffer terribly,
  and die. With her great axe she killed everything that had harmed her
  mother, especially the talokans, whom she exterminated, man, woman,
  child, and deity, and whose blood she brewed to be her deadly ale. This
  drink, or perhaps another made from Babeester’s own blood, once for-
  tified Orlanth when he was in the Underworld.
  Babeester Gor killed all of her foes with her great axe until at last she
  faced Ovodaka, the Last Guardian, who held the goddesses prisoner. Bab-
  eester Gor let Ovodaka kill her. She then came back to life by drinking
  her own blood, and killed Ovodaka. Babeester Gor (often now called
  Ura — the Pleasant One) took the role of Earth Guardian to prevent any-
  one else from harming the earth. She stood vigilantly over Ernalda’s corpse
  until the Dawn, when Ernalda rose from her deep slumber and took her
  dear daughter into her loving arms. Since then, devotees of Babeester
  Gor have stood guard in Ernalda’s temples and avenged her wrongs.
  Babeester Gor is the Goddess of Revenge and Terror, worshipped wher-
  ever Ernalda is. Worshippers must drink the blood beer to use their best
  magic, and so often appear tipsy. They are celibate, ruthless, murderous,
  unsociable, and terrifying. They ritu-
  ally paint their faces and limbs black 
  for specific tasks or to gain magical 
  protection against weapons. For ex-
  ample, red hands and feet with black 
  arms and legs indicate that they are 
  man-killing. White on right limbs and 
  green on the left indicates that they 
  are spirit killing. Red and yellow face 
  with yellow and red stripes along the 
  arms and legs indicates that they in-
  tend to kill an entire bloodline, clan, 
  or other kin group.
  Worshippers: Women warriors; hard,
  cold, and dangerous women intent
  upon the tasks of protection and
  revenge.
  Babeester Gor
  
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  Membership Requirements: Must be a woman. Worshippers must become
  initiates for a one-year trial period, during which aptitudes and atti-
  tudes are tested. Afterwards, the worshipper must become a devotee or
  leave the cult. Initiates must never love, make love, have sex, become
  pregnant, or even fake affection with anything but their goddess.
  Devotees avoid all physical contact with other living entities.
  Physical Abilities: Close Combat (Axe and Shield Fighting, Great Axe 
  Fighting), Listen, Ranged Combat (Thrown Axe).
  Mental Abilities: Mythology of Babeester Gor, Track.
  Virtues: Determined, Ruthless.
  Affinities: 
  a Blood Beer (Axe Berserk, Death Paint ritual, Make Blood Beer, Scream
  of Fear, Shout of Pain) 
  0 Combat (Enchant Copper ritual, Enchant Iron ritual, Slashing Blow,
  Unbreakable Shield) 
  a Sacred Revenge (Blast Enemy, Follow Any Trail, Go without Sleep, See
  in Darkness, Sense Enemy Nearby)
  Secret: Earth Avenger (Acts as an integrated passion spirit, giving a bonus
  of 1/4 the secret’s ability rating to any ability used to avenge an Earth
  Temple or a female worshipper of any Heortling earth goddess.)
  Manifestations: Babeester Gor is present in every wish of revenge upon
  people who did wrong to women.
  Holy Days: Worshippers dedicate or rededicate themselves on the high
  holy day called Babeester Day, commemorating the goddess’ taking
  the title of Gor. This ceremony is on the Freeze Day of Death Week in
  Earth Season. Babeester Gor’s public holy day is called Axe Day by
  most Heortlings, but is known as Blessing Day to her worshippers. It
  falls on the Wild Day of Disorder Week in Darkness Season.
  Sacrifices: Many clans offer Babeester Gor propitiatory sacrifices on Axe
  Day. Her worshippers must let their own blood. Clans and earth women
  give sacrifices of black hens, black calves, and black sows to call down
  her vengeance against someone who has wronged the earth.
  Other Side: Babeester Gor’s Axe Hall is on the Screaming Isle in the Sea
  of Blood that collected at the bottom of the Valley of the Corpse in the
  Earth Realm. From her Hall, worshippers exit only to the Chaos Age.
  After death, worshippers become agents of revenge sent by the god-
  dess to earth to answer the curses of women wronged by men.
  Other Connections: Babeester Gor has a shrine in every Heortling Earth
  goddess temple, for she is always one of the two Door Guards.
  Disadvantages: The singular dedication of worshippers cuts them off from
  society. They do not even take part in many of the otherwise obligatory
  ceremonies, especially any whose objective is pleasure,light, fertility,
  or similar blessings.
  
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  N Barntar
  The Plowman
  Barntar the Plowman is the son of Orlanth and Ernalda. When Daga
  hid him away from the people and they went hungry, Ernalda went to
  the Underworld to find him. When Orlanth bruised his son’s feelings
  and he refused to plow, Ernalda showed her husband the pact that hon-
  ored their son and made him happy. When the Stone People came and
  turned the earth to rock, Barntar worked for nine years and nine days
  until he had plowed it again. When the Plant People covered the earth
  with noxious weeds, he did not rest until he had pulled each one up.
  Grape Woman sometimes tempts him, but some god or another always
  rescues him so that he can return to his fields.
  Barntar is the god of farmers. When thoughtless chieftains or haughty
  weaponthanes abuse the rights of the carls, Barntar’s simple honesty
  reminds them that the farmers are the backbone of the clan. His wor-
  shippers are the honest carls who work hard to feed the people of their
  clan and bloodline.
  Worshippers: Farmers.
  Membership Requirements: Be a farmer or the son of a farmer.
  Physical Abilities: Endure Hardship.
  Mental Abilities: Know Weather, Mythology of Barntar.
  Virtues: Honest, Hard-working, Responsible.
  Affinities: 
  n Agriculture (Dry Wet Field, Kill Weeds,
  Move Stones, Plow Hard Earth) 
  k Domestic Animals (Dominate Ram,
  Outsmart Pig, Tame Bull, Whistle for
  Cats)
  N Honest Work (Sober Up, Strong as an
  Ox, Sway Others with Honesty, Tire-
  less Labor)
  Secret: Plow Any Field (Acts as an in-
  tegrated passion spirit giving a bonus
  of 1/4 the secret’s target number to
  any ability used in the course of plow-
  ing a field or planting crops. It even
  allows the devotee to plow in a for-
  est or through solid rock. The nar-
  rator assigns the resistance to farm-
  ing in such difficult terrain.)
  Barntar
  
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  Manifestations: Barntar is present in every one of his plows, in straight
  furrows, and in the smell of new-turned earth.
  Holy Days: Barntar’ high holy day is Plow Blessing Day, celebrated on the 
  Winds Day of Harmony Week in Sea Season.
  Sacrifices: Barntar receives sacrifices of oxen. He never asks a farmer to
  give up his livelihood — a farmer should feed his family even before
  the gods.
  Other Side: Barntar’s Big House (half of which is divided into stalls for his
  oxen) lies in Orlanth’s Stead in the Storm Realm. From his house, wor-
  shippers can travel to the Vingkotling Age. After death, faithful initi-
  ates continue to serve the god by working his fields and tending his
  cattle until they return to life.
  Other Connections: Barntar’s wife is Mahome (see Thunder Rebels, pg.
  189). The Lunar occupiers of Dragon Pass accept Barntar as an alter-
  native to Orlanth.
  Disadvantages: Farmers are often at odds with the clan warriors and
  weaponthanes.
  Notes: The Barntar Plow is lighter than the heavy mortarboard plow.
  That plow is not suitable for use in heavy soils, but Barntar’s magic
  helps his plow dig deeper with less effort.
  How to Solve Kinstrife
  During the Storm Tribe Age, the gods and their peoples were often
  at war against each other. This began when they found special
  items that they could not share, like Barntar’s Plow, the ironbound,
  silver horn called Shouter, and the great brewing vat called Karni.
  Though difficult, these struggles were not really kinstrife. Then real
  shortages began, and the struggles grew critical.
  Vadrus was always the tough guy. He liked to brawl, and all his
  kinsmen were brawlers. As individuals, the Vadrudi were tough
  fighters, difficult to beat. But Vadrus always encouraged them to
  gang up together against their foes, not ever caring anything for
  the duel. “Duels’re nothing but a damned Orlanthi trick,” they would
  say. “Do you think we’re stupid? Orlanth has magical weapons!”
  Vadrus grew so desperate that he invented slavery, and then sold
  his slaves to the ice demons in return for their help. That was when
  balance was lost, for after that our goddess Ernalda had no place
  to stand where she was not wary of her health. Her bed was frozen
  and her limbs were numb. Stability was gone entirely.
  continued on page 206
  
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  One time Vadrus and his household raided Ernaldela. Orlanth was
  gone, like he often was. Vinga wasn’t around in those days, either,
  so when Vadrus and his brutes came by they really roughed up the
  women and children. They broke many of the buildings and took
  away herds of animals.
  Great Barntar was living there at the time, and he was a brave son
  of Orlanth. Of course, he tried to defend his family and stop the
  thieves. Great Barntar seized his spear and shield and cast forth his
  challenge, but without any warning all of the Vadrudi ganged up on
  him. With hard weapons and cruel hearts, they sent the best of
  carls to Land of the Dead. Before this, Barntar had been killed, but
  never so he could not return to life. This time, Barntar was Dead.
  He grew cold and stiff.
  When Orlanth and his men returned they found the women mourn-
  ing Barntar. They had cleaned the body, and they had prepared a
  great pyre. Their actions there made the first funeral ceremony.
  Orlanth then spoke his Praise of Carl:
  Hard worker, loyal farmer, you are the tribe.
  The father serves the son, the air serves the earth.
  The Thane serves the Carl, who serves his good parents.
  Feed your children first, Carl, before the thanes.
  Orlanth was determined to avenge this terrible slight. He gathered
  his own household and all the other heroes of the Vingkotlings, and
  they set off across the great ice to Vadrus’ filthy hall. Vadrus had
  erected a huge wall of ice around his stead, but the vengeance of
  Elmal the Burner was so great that the wall melted away before
  him. Orlanth and his men rushed through the watery gap.
  Vadrus and his thanes were waiting there. Vadrus raised his hands
  and halted everyone with a shout. “A duel!” He challenged Orlanth
  to a duel, one on one. Orlanth agreed, of course, because he had honor
  and Vadrus had spoken the words correctly. Vadrus smiled, because
  he was going to cheat again of course. He’d done it before. All of his
  household warriors secretly prepared to join the fight against Or-
  lanth. Orlanth, always honorable, prepared himself and his weapons.
  After all the proper formalities, Orlanth and Vadrus each leapt at
  the other, howling and roaring with the voices of all their worship-
  pers crying out in support of their storm.
  Then suddenly, without any warning, all of Orlanth’s household raised
  their weapons and attacked Vadrus’ thanes. The Vadrudi were all
  eyeing Orlanth, looking for a chance to strike, and were completely
  surprised. Most were so badly wounded in the first attack that they
  
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  just ran away, howling. One, named Valind, threw himself to the floor
  and surrendered. Vadrus was abandoned by his nithing thanes.
  In the fair fight that followed Orlanth thrashed Vadrus, and with a
  backwards wrestling throw twisted him so that he was never again
  able to stand upright or fight properly. His hall was plundered, bro-
  ken, and cast all about. Then, holding Vadrus underfoot and help-
  less, Orlanth declared that hereafter all of the holdings of Vadrus
  belonged to Valind, Vadrus’ most cowardly son. Valind accepted this
  honor from Orlanth, and swore a promise. Of course, it was a Vad-
  rudi promise, and he planned rebellion. After Orlanth left, however,
  the other Vadrudi showed up to protest. They didn’t agree that their
  fathers’ possession should be Valind’s. They then fought among
  themselves relentlessly, which kept Valind too busy to betray Or-
  lanth. And although the Vadrudi are terrible and still sometimes unite
  to fall upon us with their deadly winters, they are, as we say, out
  of this story.
  After the deadly frozen winters ceased, however, life was no longer
  as good as it had been. “How can this be fixed?” asked Orlanth of
  his household. “We have not been unjust.” Indeed, Orlanth had
  maintained Justice, for he had acted well within the boundaries of
  right, exacting a small price from Vadrus for the death of Barntar.
  The Stone Lawspeaker, whose views were not changeable, insisted
  that the cosmic balance would reset with another death. “Justice
  demands revenge for repayment,” he reminded everyone.
  “Wergild can be paid to halt blood feud,” countered Orlanth, for he
  had made that law.
  “Collect from yourself? That is no more solution than slaying an-
  other of your tribe!” Orlanth was always the chieftain, and relied
  upon all his council for advice. Chalana Arroy’s prevailed.
  “How can this be healed?” asked Orlanth.
  “It can not be,” she said. “This is a grief without limits. There can
  be no balancing in this, only sorrow.”
  “What can we do?” asked Orlanth.
  “Weep,” said the healer. “Be sorrowful. Make a new effigy and sum-
  mon your evil into it. Give it your tears. After a year, you will know
  what to do. After three years, you will be as healed as you can be.”
  They did as Chalana Arroy advised. Even many sons of Vadrus came
  and offered their tears and sorrow. After a year, Orlanth burned the
  effigy in a sacred fire. After two more years, most of them could no
  longer weep, though the empty place remained. In that way, they
  remedied kinstrife, as well as it can ever be remedied.
  
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  B Brastalos
  Goddess of the Calm Air
  Brastalos is the Calm Air, a bastion of peace within Orlanth’s tumul-
  tuous family. She is calm where he is violent, passive where he is active,
  peaceful where he is turbulent. When she is present, the wind slows or
  stops, thunder ceases, and the clouds part to reveal the clear sky. She comes
  to Dragon Pass and Heortland in Fire Season, bringing fair weather as
  a respite from the storms. Her parentage is uncertain; sometimes she is
  said to be a daughter of Kolat (and so Orlanth’s neice), other times a
  daughter of Umath (and so Orlanth’s sister).
  Worshippers: God-talkers and healers.
  Membership Requirements: Women and men can join Brastalos’ cult; even
  devotees are rare, and she has no initiates among the Heortlings. Her
  cult is acceptable in the Storm Tribe Pantheon where foreign cults with
  similar magic (such as Molanni) are not.
  Physical Abilities: Endure Weather.
  Mental Abilities: Mythology of Brastalos, Mythology of Orlanth, Sense 
  Change in Weather.
  Virtues: Calm, Patient.
  Affinities: 
  u Still Air (Calm Anger, Pacify Combatants, Part Clouds, Silence Thunder,
  Stop Wind)
  Secret: Eye of the Storm (Automatically acts as the mystic counter Refute
  against any use of weather or storm powers used near the devotee.)
  Manifestations: Brastalos’ presence can be felt whenever the winds calm
  and the clouds clear, especially in the middle of a storm.
  Holy Days: Brastalos’ holy day is Still Day, celebrated on Clay Day, Dis-
  order Week, Earth Season. On this day, all Heortling women and men
  worship in separate groups, led by her worshippers if there are any
  among the clan, or by the priests of Orlanth and Ernalda, respectively.
  Sacrifices: Most people sacrifice to Brastalos only on Still Day. Men offer
  Brastalos boars and roosters, asking that she not come when they need
  the power of the storm behind them. The women offer geese and sows,
  and ask that she come when they need peace instead of violence.
  Other Side: Brastalos has a small hut somewhere on the Belligerent Shore
  that forms the border between the Storm Realm and the Sea Realm.
  There, the wind is always still and no clouds cover the sky. Worship-
  pers know that this is not her true home, which lies at the center of
  Orlanth, but from this place they can travel to Umath’s Age, the Storm
  Tribe Age, or the Vingkotling Age.
  
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  Other Connections: Brastalos is the mate of Magasta, great god of the Sea
  Gods Pantheon. She made the two great gods of storm and sea stop
  fighting.
  Disadvantages: Orlanth initiates and devotees often resent worshippers of
  Brastalos and their weather-calming magic, although this is only
  because they do not understand that she is the Inside of Orlanth, the
  calm eye at the center of his storm.
  Brastalos
  
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  m DDonandar
  God of the Cosmic Music
  Donandar is the high god of music. He is descended from transcendent
  beings, and transcendence is a key to his being. He is the son of two
  gods from the Gloranthan Court, named Ralforisus and Tylenea. Some-
  times his parents are called Perfect Music and Illusion; in another they
  are Time and Space; in a third Rhythm and Tone; and even just drum
  and stick or right hand and left hand.
  Donandar wandered the world and wherever he stopped he performed
  and left behind a part of himself. These are the many musical deities,
  powers, and eternal songs of the cosmos. Some came from his voice
  and movement, as deities often make things. Others he conceived with
  partners, as is also the way of the gods. He changed sex several times
  to please his partner. He was always happy and brought pleasure wher-
  ever he went, until the Gods War. He was helpless against the dishar-
  mony and darkness, which eventually killed him. He was so weak in
  the Underworld that he could not hold onto the Great Net. His children
  did not let him go even in death, and supported him so that he became
  part of the Great Compromise. Some worshippers say that Donandar
  himself forms the harmonious strands of the Web of the World.
  Donandar is experienced only through performance, hence only per-
  formers learn of him. (The God Learners discovered Donandar — some
  fools actually claimed to have created him— and said he was the prin-
  ciple of rhythm and tone that underlies all music. They wrote a book
  about it.) Since Time, only musicians have worshipped him (practically
  in secret). He is a high god, and so requires subcults to manifest his power.
  His worship always occurs in conjunction with or through a more fami-
  liar deity. Those deities all have their own existence and story that does
  not include him. Thus, Heortling women worship Skovara and rarely
  worry about her wayward father.
  Donandar exists at the edge of the divine cultures, just as his worship-
  pers exist on the fringe of human culture. He is an outsider, a deity
  whose touch is a mark of strangeness. Some of that strangeness is man-
  ifest when the entertainer performs, for at that time the Otherworld
  comes alive for all listeners. The strangeness is also manifest in the way
  that worshippers have no desire to earn a living, but instead beg from
  others for entertaining them. Perhaps strangest of all is that members
  find their strangeness to be their source of pleasure, not a weakness.
  Musicians can choose to leave their normal god or goddess and instead
  worship Donandar. The practices of their subcult do not change, but
  
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  they gain the benefits listed below instead of the benefits offered by the
  regular deity. Thus, Heortling skalds can worship Drogarsi as either a
  subcult of Orlanth (court musician) or Donandar (wandering bard). A
  low entertainer can be a dance leader at the temple and hence worship
  a subcult of Ernalda, or can go to town as a puppet entertainer and
  Donandar worshipper.
  Donandar is a “name god.” Heortling stories mention Donandar, but
  they do not sacrifice to him, for his rites transcend normal cultural
  ways. Nonetheless, he receives some collateral sacrifice simply because
  he is related to worshipped deities such as Skovara and Drogarsi. The
  gods and people of the Heortlings know that Donandar follows differ-
  ent rules, and therefore his cult has exceptions. The most persistent
  presence of this power is the desire of Donandar people to wander and
  move about instead of staying at home. The Donandar cult provides
  that outlet for people.
  Donandar transcends gender, including his own. In the usual Heortling
  version of the myths, he is Drogarsi’s mother and Skovara’s father. In
  the Donandar versions, however, he is Skovara’s mother and Drogarsi’s
  father! Thus, his entertainment cults ignore normal gender restrictions,
  such as the Orlanthi restricting worship of Drogarsi to men and of
  Skovara to women. By worshipping through Donandar, men can wor-
  ship Skovara and women can worship Drogarsi.
  Donandar transcends pantheons, and members of entertainment gods
  often wander far from their homelands. For example, Molamin the
  Choreographer (see below) and Hyraos the Harper come from the Dara
  Happan Pantheon, but are found wherever Donandar is known. Other
  u
  Donandar’s Magic
  3
  All Donandar worshippers are by definition initiates. Even if a wor-
  shipper is a devotee of a subcult, he or she remains an initiate of
  Donandar. Consequently, all worshippers must improvise feats from
  the Entertaining Music and Entrancement affinities. Devotees of a
  subcult may still use their subcult’s feats without penalty.
  We list sample feats and suggested modifiers for Heortling worship-
  pers of Donandar to provide guidelines for narrators and players.
  u Entertaining Music: Perfect Pitch (-1), Unforgettable Melody (-3),
  Sing Any Note (-5), Feel Tones (-8), Make Music Visible (-10).
  3 Entrancement: Animate Puppet’s Face (-3), Vocal Sound Effects (-3),
  Imitate Bird Songs (-5), Sing in Another Language (-5), Weave Illu-
  sion with Words (-10).
  
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  deities harmonized by Donandar include Dathar (a Praxian god who
  plays the ribcage harp and “low blow” pipes) and Danfathar, a syrinx-
  playing god of the Talastar wilds. Even Hombobobom, the Uz drum-
  mer, acknowledges an affinity with Donandar and other musicians.
  Worshippers: Professional musicians, entertainers who use music.
  Membership Requirements: Donandar grants Membership during a perfect
  musical experience. The worshipper need not already belong to a sub-
  cult, but he must join one before he can learn Donandar’s magic.
  Physical Abilities: Harmonize with Strangers, Play [Instrument], Sing, 
  Walk Long Distance.
  Mental Abilities: Memorize Music, Mythology of Donandar, Read Emotions.
  Affinities: u Entertaining Music, 3 Entrancement.
  Manifestations: All music and rhythm come from Donandar, manifested
  through the instruments, voice, and movements of his worshippers.
  He is present in all musical instruments.
  Holy Days: Each subcult has its own holy day, but Donandar himself has
  none.
  Sacrifices: Worship services take the form of public performances. Instead
  of offering sacrifices of animals or goods, worshippers dedicate their
  skills and time during the performance to Donandar and the subcult
  god whose special day it is.
  Other Side: Donandar’s Troupe moves throughout the realms of several
  pantheons. Worshippers are safe as long as they remain within the
  group, but take the normal Otherworld Safety modifiers if they leave
  it. Worshippers may also travel with Donandar during the Storm Tribe
  Age, Vingkotling Age, or Chaos Age. Worship of Donandar does not
  affect the normal assurances of an afterlife granted by an initiate’s
  actual pantheon.
  Other Connections: Worshippers often say that the subcult gods are Don-
  andar’s siblings, although each has other genealogies. Initiates often
  call each other brother and sister.
  Disadvantages: Worshippers can only be initiates of Donandar, even if
  they are devoted to a subcult. Thus, they always take improvisational
  modifiers when using feats from his affinities. Also, because some
  members break normal cultural restrictions, and because of the cult’s
  essentially itinerant nature, all worshippers are treated with a certain
  amount of suspicion and mistrust wherever they go.
  mq D 
  Drogarsi the Skald
  Drogarsi was born in the Storm Age. His songs and poems stirred men
  to courage and braced them for battle, but they were useless when he
  was alone. During the Darkness, Drogarsi fell to Chaos, his sword bro-
  ken and his trumpet shattered. Even Chalana Arroy could not save
  
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  him, for a horde of mindless things chewed away parts of him even as
  she healed the wounds they caused. Donandar came and played so
  entrancingly that the swarming monsters stopped eating to join in the
  dance, and thus he saved Drogarsi’s life.
  For the full Drogarsi keyword, see Thunder Rebels, pg. 223. A devotee
  who knows Drogarsi’s secret ignores Multiple Target penalties when
  using any affinity to aid his troupe in battle (real or performed).
  mZ Molamin the Choreographer
  Molamin was born in the Golden Age, where he entertained the nobles
  at the Grand Imperial Palace of the Sun. He danced to the perfect music
  of Hyraos’ harp, and so impressed Yelm that the Emperor made him
  Choreographer of the Stars and Conductor of the Celestial Choir. When
  Yelm died the star dancers fell to earth and the music of the spheres fell
  silent. Molamin’s abilities were useless alone, and so he could not resist
  when trolls caged him so that he could not move or speak. Donandar
  came and intervened with a gift of hymns to Kyger Litor so flattering
  that she freed Molamin.
  Molamin is a Dara Happan god, and as such is a foreigner in Sartar.
  However, Donandar’s cult included him long before the coming of the
  Lunars, and entertainers include the occasional Heortling worshipper
  of Molamin.
  Physical Abilities: Dance, Remain Motionless.
  Mental Abilities: Organize Performers.
  Virtues: Disciplined.
  Affinities: 
  u Choreography (Attract Attention, Enforce Correct Motion, Harmonious
  Conjunction, Isolate Imperfection, Perfect Timing)
  Secret: Harmonize Movement (The devotee must move exactly as he
  wants the target(s) to move. If he is victorious, the target(s) mimic his
  movements exactly. If the devotee uses the secret on a group of will-
  ing performers [whether they are dancing or playing an instrument],
  he ignores Multiple Target penalties.)
  my 
  y Skovara and Skovari, the Entertainers
  Skovari and Skovara were born and/or married in the Green Age, when
  everyone was equal and love was strong. During the Darkness, their
  trust and love failed them, and a tribe that turned to evil captured
  them. As the cannibals prepared to eat the gods, Donandar arrived and
  freed them, charming the ogres into giving up their evil ways.
  For the full Skovara and Skovari keyword, see Thunder Rebels, pg. 191.
  
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  d Engizi the Skyriverr Titan
  God of The River
  Engizi is the god of the first water to fall from the sky to create a wind-
  ing current flowing downhill. He was the first to do this, and so he is
  called The River. Other rivers are imitations of him.
  Engizi was a warlord of the Water Tribe who led the watery invasion of
  the Sky in the Gods War. His great enemy was the Pole Star, whose Star
  Captains killed so many of Engizi’s followers that the Sky turned blue
  from their blood. Engizi and his warriors returned to the sky many times.
  During the Great Darkness, a poisonous spear-god named Korang the
  Slayer tried to kill everything in Dragon Pass. He destroyed some gods
  and others fled before his might. Engizi fought bravely, but the Chaos
  god was too strong. Korang wounded Engizi, who would have died if
  not for the sacrifice of his lover, Hard Earth. He tried to flee to his home
  in the sky, but Korang struck him a fatal wound as Engizi leaped up. In
  death Engizi finally defeated his foe, for from the fatal wound a deluge
  of blood spurted out and drowned Korang and his city of slaves.
  Engizi’s blood was pure water. It ran back down to the earth and began
  to refill the dried out oceans. In the Sky World, his two greatest follow-
  ers saw what had happened. They leapt from the sky to the earth and
  created their own rivers, adding the waters of the Creek and Stream to
  his so that his lifeblood did not wash 
  away. Engizi’s wound never closed, 
  for it was his death wound.
  Engizi is the eternal thunderstorm that
  hangs over Skyfall Lake and flows
  through Sartar as The River. His
  waters are pure when they fall from
  the sky. Creeks and streams that flow
  into Skyfall Lake begin to dilute the
  pure waters, a process which the trib-
  utaries of The River continue and
  The Creek and The Stream complete.
  When the three merge and mix they
  become the Creekstream River,
  which
  flows 
  ordinary 
  water.
  Standing in the pure waters of The
  River above the Up-land Marsh gives
  worshippers a +5 bonus when using
  Engizi’s magic.
  Engizi
  
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  Worshippers: Fishermen and durulz (see Anaxial’s Roster, pg. 138) who
  live along the banks of The River or the Creekstream River in Sartar.
  Membership Requirements: None.
  Physical Abilities: Make Nets, Swim.
  Mental Abilities: Fishing, Know River, Mythology of Engizi, Navigate 
  Upland Marsh.
  Virtues: Hate Chaos, Hate Delecti, Stubborn.
  Affinities: 
  d Engizi (Cleansing Waters, Drown Chaos Enemy, Swim Up River, Wash
  Enemy Down River) 
  i River (Breathe River Water, Command River Daimon, Float Object,
  Speak with River Creatures, Unbreakable Net)
  Secret: Swim Back from Death (Otherworld Magic. The worshipper can
  attempt to return from Death using his Swim ability. He must be able
  to enter The River before death, and his death wound must be such
  that his life’s blood flows into the waters. If the devotee is successful,
  and survives the journey through the Otherworlds, he swims back to
  earth through the Sky Falls on the next Sea Season holy day.)
  Manifestations: Engizi is present in the waters of the Skyfall Storm, The 
  River, and in the Celestial River in the sky.
  Holy Days: Engizi’s holy days are the Water Day of Movement Week in
  Sea Season and the Water Day of Death Week in Darkness Season.
  The first celebrates his birth, when he left the oceans to move onto
  land. The second day mourns when Korang the Slayer gave him his
  death wound.
  Sacrifices: Engizi receives sacrifices of cattle or sheep, whose blood must
  flow into The River. Some Heortlings sacrifice a hen or geese to him
  before they set out in their boats, or to prevent flooding in Sea Season 
  and Storm Season.
  Other Side: Engizi’s waters rise from the River Styx in the Underworld; into
  the sky where they are visible as the Celestial River; down through the
  Sky Falls to be The River in the Inner World; and through the Home-
  ward Ocean and Magasta’s Pool back into the Underworld. Engizi’s
  River also passes through the Storm Realm, and worshippers who
  swim in its waters may emerge in the Storm Tribe Age, Vingkotling
  Age, or Chaos Age.
  Other Connections: Engizi’s worshippers are friendly to all river cults and
  practices, especially worshippers of Ssorssharn, great spirit of the
  Creek, who is Engizi’s brother.
  Disadvantages: Because of the tainted nature of the Upland Marsh, wor-
  shippers take a -10 penalty when using Engizi’s magic in its waters.
  
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  e GGustbran Bonesmith
  God of Redsmiths
  Gustbran is Orlanth’s Master Smith. He is the son of Vestkarthen, but
  was exiled from the Fire Tribe because his desire to make new things was
  the same as rebellion. “You are as bad as that foolish god Orlanth,” said
  the Emperor’s sycophants. So Gustbran journeyed to Orlanth’s Stead to join
  the Storm Tribe. When asked what he could do for Orlanth, the cunning
  smith showed him the keen weapons and stout armor he had made.
  When he promised to make more if given a place to work, Orlanth
  agreed to protect him. Gustbran has served Orlanth loyally ever since.
  Every smithy is a shrine to Gustbran; he requires no other worship site.
  All clans need someone to make or repair metal objects. Every clan
  chieftain supports at least one Gustbran smith and his apprentices,
  who provide weapons for his warriors and plows for his carls. Full wor-
  ship of Gustbran requires devotion.
  Worshippers: Smiths.
  Membership Requirements: Become an apprentice to a smith. Worshippers
  are exempt from attending the clan fyrd, but must make weapons for
  their clan to support the fyrdmen and warriors.
  Physical Abilities: None.
  Mental Abilities: Mythology of Gustbran.
  Virtues: Hard Working, Taciturn.
  Affinities: 
  l Bronze (Alloy Copper and Tin, Purify Bronze, Repair Metal Item, See
  into Bronze, Strengthen Metal) 
  j Fire (Contain Fire in Forge, Intensify Fire, Keep Fire Burning, Resist Heat)
  e Smith (Beat Metal Tirelessly, Handle Hot Metal, Unbreakable Hammer,
  Unyielding Anvil)
  P Can I Be a Blacksmith?
  Bronze is the primary metal worked by Heortling smiths, since de-
  posits of the pure metal are found throughout Dragon Pass. Because
  bronze deposits come from the bones of dead gods, Gustbran is often
  called Boneman. Because of bronze’s ruddy color, many people call
  those who work it redsmiths.
  Iron is rare, and so are the blacksmiths who work it. Working iron is
  far more difficult than working bronze. Gustbran’s knowledge does
  not include working iron, and his magic will not assist the process.
  
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  Secret: Forge Enchantment (The smith can use this ritual to awaken an
  item created using any of his affinities. The item’s natural daimon
  soul becomes active at a power level determined by the victory level
  and the secret's ability rating. The daimon acts primarily to protect
  the object from damage and theft but can also interact with its owner.
  Many smiths learn techniques that allow them to forge the daimon
  soul into a special enchantment instead of the more common one
  given above. Some are relatively common, such as Weapon Hits Harder
  or Armor Weighs Less. Others are more unique and powerful, such as
  the Lightning Spears made by Tal Graysmith or the Undead Cleaving
  Swords of the Goodsword Clan. A smith must travel to Gustbran’s
  Forge each time he wishes to learn one of these special techniques.)
  Manifestations: Gustbran is present in the fire used for forging, the tools
  used to work or cast metal, and the arm and eye of the smith.
  Holy Days: Worshippers celebrate Forge Day and the birth of Gustbran on
  the Clay Day of Harmony Week in Fire Season. Gustbran’s high holy
  day is Bonfire Day, celebrated on the Fire Day of Harmony Week in
  Earth Season. This rite reenacts Gustbran’s exile from the Fire Tribe
  and his acceptance into the Storm Tribe by Orlanth.
  Sacrifices: Worshippers sacrifice their best works to Gustbran. The man-
  ner of sacrifice is up to the worshipper: he might destroy it in his forge
  or gift it to his community to arm their champion or hero.
  Other Side: Gustbran’s Smithy is on Orlanth’s Stead in the Storm Realm,
  and from there worshippers can travel to the Storm Tribe Age or Ving-
  kotling Age. Devotees know that Gustbran’s Forge lies deep within the
  earth. They journey there to learn secrets of metal and enchantment,
  and can exit to the Stagnant Age, 
  Umath’s Age, Storm Tribe Age, or 
  Vingkotling Age.
  Other Connections: Gustbran once hid
  inside the cloak of his sister Ma-
  home the Hearth Fire, who along
  with his wife Arnna is one of the 
  Household Goddesses.
  Disadvantages: Smithing is a rare and
  exacting craft, a sacred profession. 
  Gustbran’s affinities and feats re-
  quire that the worshipper exercise
  his craft at his forge; he cannot use
  his magic “on the spot” or with-
  out proper equipment.
  Gustbran
  
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  0 Kero Fin
  Mother of Mountains
  Kero Fin is the greatest mountain in Dragon Pass. She is the daughter
  of elder deities and the mother of mighty gods. When her sons were
  young, she sang to the snow and made it comfort them instead of chill-
  ing their bones. A coterie of perfect shadow cats attends her and sur-
  rounds her in cloud form.
  Kero Fin is majestic and eternal, honored by all and dominated by
  none. All of the inhabitants of Dragon Pass, even the dragonewts,
  acknowledge her sovereignty. She was once widely worshipped as a
  mother goddess and the helper of childbirth, but now other cults have
  superceded her worship in most places. Initiates and devotees are rare,
  and usually enter her worship through another goddess. Heortling
  clans erect shrines to her, but her only temple is the mountain itself.
  Worshippers: Kero Fin has few dedicated worshippers, mostly god-talkers;
  they tend to be older women, but men and young women may also
  join her worship.
  Kero Fin
  
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  Membership Requirements: Initiates and devotees must always live within
  sight of the greatest mountain.
  Physical Abilities: Climbing.
  Mental Abilities: Dragon Pass Geography, Genealogy, Know Local Plants
  and Animals, Midwife, Mythology of Kero Fin.
  Virtues: Dignified, Motherly, Patient.
  Affinities: 
  b Mother Goddess (Bless Birth, Bless Marriage, Comfort Child, Discover
  Ancestry, Influence Own Children) 
  0 Mountain Mother (Call Alynxes, Cause Avalanche, Make it Snow, Moun-
  tain Wind, Stop Ascent)
  Secret: Sovereignty (Kero Fin is the source of life and sovereignty in Dragon
  Pass, and all those who draw life from it or try to rule it must have her
  blessing. Only she and her chosen followers can truly grant this.)
  Manifestations: Kero Fin’s greatest manifestation is the mountain itself.
  She is the source of sovereignty for Dragon Pass, anciently known as
  Kerofinela. A man must gain her blessing before he can become King
  of Dragon Pass.
  Holy Days: All Orlanth worship ceremonies held near her mountain use
  Kero Fin as their gateway to the Storm Realm (see Thunder Rebels, pp.
  119-120), and so she receives a portion of Orlanth’s worship on those
  days. She also receives collateral worship at ceremonies celebrating the
  birth of her children. Her few worshippers sacrifice to her on Birth
  Day, the first day of the year; and on her high holy day, called King
  Day (Winds Day, Stasis Week, Fire Season). This is the day that she will
  give her sovereignty to the King of Dragon Pass. Those who visit her
  sacred mountain wisely seek her blessing.
  Sacrifices: Alynxes are the most valued, but almost any domestic animal
  is acceptable to Kero Fin. The animal volunteers for the task; no knife
  is used nor any blood shed. Instead, the animal curls up on the altar
  and dies, then is burnt whole.
  Other Side: Kero Fin is itself a magical place that extends into the God
  World. From her peaks in the Storm Realm, her worshippers can travel
  to the Green Age, Stagnant Age, Umath’s Age, Storm Tribe Age, Ving-
  kotling Age, Chaos Age, and Silver Age.
  Other Connections: Kero Fin is the mother of several gods of the Storm 
  Tribe, including Orlanth, Yinkin, Inora, Quivin, and Velhara.
  Disadvantages: Kero Fin’s magic works only within the ancient bound-
  aries of Kerofinela.
  
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  f Maran Gor
  Goddess of Fighting, Quakebeasts, and Earthquakes
  In the Green Age, Maran helped make the world. She went far and wide
  raising mountains and hills, opening crevices and valleys, and splitting
  the earth with volcanoes and earthquakes. Her favorite creations were
  the huge quakebeasts that shook the earth whenever the lumbered past.
  Alas, most were destroyed during the Gods War, and Maran became
  hard, bitter, and vengeful. She took up her Axe and Club to avenge her
  children, and is worshipped by those who seek the carnage that is her
  most precious gift. Her followers are a grim people with a crude but ful-
  filling religion, one suited to their harsh lifestyle.
  Maran Gor is the One Who Makes the Earthquakes. Many of her wor-
  shippers are warrior women, but others are magicians of tremendous
  power. To create their greatest effects her devotees must work together,
  otherwise their quakes are weak and localized. The cult does not often
  use its great power because it takes time to gather enough devotees and
  accumulate significant magical force to use their feats.
  Worshippers: Maran has few worshippers except at the Shaker Temple.
  Most of her worshippers are warriors or god-talkers. Somewhat para-
  doxically, Maran’s worshippers are most common in Peace Clans,
  where they form the guard for the chieftain and are part of the fyrd.
  Membership Requirements: Most worshippers are female, but men may ini-
  tiate to her (only) by sacrificing their masculinity to Maran and be-
  coming eunuchs. Initiates must obey their high priestess on pain of
  death. They may not directly till the soil or herd beasts for their liveli-
  hood, and must eat raw meat, fish, or fowl as their breakfast daily.
  Physical Abilities: Close Combat (Axe Fighting, Mace Fighting), Endurance.
  Mental Abilities: Mythology of Maran.
  Virtues: Active, Relentless.
  Affinities: 
  e Earth Making (Cause Landslide, Divert Stream, Move Rocks, Open
  Trench, Raise Earth, Solidify Dust) 
  f Earth Shaker (Collapse Building, Create Fissure, Earth Tremor, Knock
  Down Foe, Shake Down Chaos) 
  f Quakebeast (Control [Quakebeast], Great Strength, Ponderous Step,
  Rockskin)
  Secret: Shake Earth ritual (This ritual allows two or more devotees to com-
  bine their Earth Shaker feats to create a greater effect. Initiates may not
  support the ritual with magical power. The devotees add their secrets’
  
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  ability ratings together to determine the area [in acres] affected by the
  ritual without increased resistance. All devotees must use the same feat.)
  Manifestations: Maran is the Active Earth. Her best known manifestations
  are earthquakes, since they are common in Kethaela and Kerofinela.
  However, she is present in any natural movement of the earth.
  Holy Days: Maran’s holy days fall on the Clay Day of Disorder Week in
  each season. On these days, worshippers often make a pilgrimage to
  the Shaker Temple on Mount Kerofin. These great gatherings are the
  source of much of Maran’s might. Maran’s high holy day falls on the
  Clay Day of Death Week in Dark Season, commemorating her adding
  the title “Gor” to her name. None save her worshippers approach the
  Shaker Temple lest they find themselves participating in her ceremonies
  as victims or enemies. She is also propitiated by all Heortlings on Shut-
  ting the Door Day (Wild Day, Fertility Week, Earth Season).
  Sacrifices: Maran receives collateral worship at every Earth ceremony.
  Her worshippers regularly sacrifice blood and life to the Hungry Earth.
  She is often propitiated, and most Heortling clans make only token
  offerings. At the holy day rituals she receives boars, and on some spe-
  cial occasions requires dogs.
  Other Side: Maran’s Shifting Palace is deep within the Earth Realm. It
  constantly rumbles and quakes, for it is made of living earth daim-
  ones that move to change the size or shape of the house as she desires.
  From the Palace, worshippers may enter the Green Age, Stagnant Age,
  Umath’s Age, Storm Tribe Age, Vingkotling Age, Chaos Age, or the Un-
  derworld. Maran worshippers are urned whole, and when their corpse
  urns are buried the earth opens to receive them.
  Other Connections: Maran receives wor-
  ship in conjunction with Ernalda,
  her sister, and many people con-
  sider her an aspect of the Great God-
  dess. She has rivalries with most
  male combat-oriented gods, but is
  friendly 
  with 
  Babeester 
  Gor. 
  Maran is the enemy of Chaos or
  anything else that harms her chil-
  dren or the Earth Family, includ-
  ing Vad-rudi, hsunchen, and 
  Aldryami.
  Disadvantages: Outsiders view Maran’s
  worshippers as dangerous (men)
  or strange (women).
  Maran Gor
  
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  M MMinlister
  God of Ale and Brewing
  Minlister is one of the Household Gods, Orlanth’s Master Brewer. He
  uses a huge cauldron named Karni that Orlanth took from the water
  gods. He made many drinks in it, but none was perfect until once
  Minlister fell into the vat himself. Afterwards he could brew beer, ale,
  mead, or ambrosia, as he desired, without doing more than filling
  Karni with water and placing his hand in it.
  Minlister brews the delectable and magical libations of the gods, and
  his followers do the same in the mortal realm. All good folk honor his
  unique creations and their special gifts of pleasure and sometimes
  magic. Minlister has a special relationship with the natural world,
  coaxing out its delicious secrets in beers, ales, mead, wine, and other
  liquors. Minlister is a shared subcult of Orlanth and Ernalda, but gen-
  erally does not get special feats from aspect affinities.
  Worshippers: Brewers.
  Membership Requirements: Worshippers must already be an initiate or
  devotee of any aspect of Orlanth or Ernalda. Apprentices may be ini-
  tiates, but when their apprenticeship ends they must become devo-
  tees. The worshipper must receive full support from his clan or a
  patron. Usually, only tribal kings and the chieftains of wealthy clans
  can support a Minlister worshipper and his or her apprentices.
  Physical Abilities: None.
  Mental Abilities: Beekeeping, Brew-
  ing, Mythology of Minlister.
  Virtues: Good-natured, Secretive.
  Affinities:
  M Brewing (Brew Cold Beer, Brew
  Good Ale, Make Mead, Brew
  Strong Beer, Distill Liquor)
  Secret: Brew Divine Mead (The pres-
  ence of Minlister fills this magi-
  cal drink. Each use is unique; one
  batch may give strength to the
  weak, hope to the despairing, or
  even life to the dead. The drink’s
  effects have a power level deter-
  mined by the victory level and the
  Minlister
  
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  secret's ability rating. The effect is diluted if more than one person
  drinks of the mead.)
  Manifestations: Minlister is both the god who brews the drink and the
  drink itself. Many Heortling households contain a small, wood-carved
  figure of Minlister standing atop the family’s supply of beer or ale.
  Minlister’s draughts are perfect. When the drink is not then it is be-
  cause Eurmal ruined it, and when drinkers feel terrible after too much
  brew that is also Eurmal’s fault.
  Holy Days: Brewers worship as part of the regular Orlanth or Ernalda
  rites, as appropriate. Private celebrations throughout the year com-
  memorate Minlister’s birth, the taking of Karni from the water gods,
  and his acceptance as Orlanth’s Master Brewer. His high holy day,
  Mead Day, falls on the Clay Day of Mobility Week in Storm Season,
  when he first brewed himself into mead.
  Sacrifices: Worshippers make images of their god out of grain and honey
  and then burn them. Worshippers give gallons of drink to all of the
  deities on holy days, blessed and usually given back by the deity to the
  congregation as part of the feast.
  Other Side: Minlister’s Brewery lies adjacent to Orlanth’s Hall. After
  death, worshippers serve as apprentices or assistants to Minlister as he
  brews a never-ending supply of drink for his lord’s household.
  Other Connections: Minlister is the son of Esrola by Elmal (who took the
  shape of a rare king bee).
  Disadvantages: Worshippers must abandon worship of all other gods and
  all other subcults of Orlanth and Ernalda).
  
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  O NNandan
  The Housekeeper
  Nandan was just one of many nameless daimones in the tribe until
  Vinga took all of the women one day and went to war. Afterwards the
  children starved, became ill, and wore filthy rags, so Nandan stepped
  in to fill the gap. Since that time, Ernalda has chosen some men to serve
  her, and they follow Nandan to become part of the Goddess.
  Nandan is the god worshipped by women who are born in the shape of
  men. Many people do not understand this, and so believe it is simply
  the cult of men who do women’s work. Nandan is an aspect of Ernalda,
  and worshippers can join any subcult of Ernalda or Esrola as if they are
  women. Devotees of Nandan must learn their subcult secret (as is nor-
  mal for Ernalda), for Nandan himself does not provide one.
  Worshippers: Women who have the shape of men.
  Membership Requirements: Must be a woman born into a man’s body. 
  Worshippers are exempt from attending the clan fyrd.
  Physical Abilities: Housework, Spinning and Weaving.
  Mental Abilities: Animal Lore, Control Children, First Aid, Plant Lore, 
  Mythology of Ernalda.
  Virtues: Generous, Motherly, Unmerciful to Enemies.
  Nandan
  
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  Affinities: 
  j Bless Family (Beautify Self, Bless Marriage, Comfort Sick Child, Con-
  ceal Family, Ease Fears) 
  u Heal Kin (Cure [Disease], Diminish Injury, Ease Pain, Prevent Anger,
  Remove Hurt)
  Manifestations: Worshippers themselves are Nandan’s manifestation. They
  act and dress as women.
  Holy Days: Nandan is included in all of Ernalda’s holy day celebrations.
  Worshippers of Nandan always take the Ernalda side in any commu-
  nal sacrifices.
  Other Side: Nandan has his place in Ernalda’s Loom House as one of the 
  Weaver Women.
  Other Connections: Nandan is part of the Earth Family.
  Disadvantages: Although Nandan’s worshippers act as women in almost
  all ways, physically they remain men. Thus, they are unable to bear
  children, and so can never attain all of Ernalda’s blessings in this life.
  Nandan and
  Vinga went
  up the hill
  to fetch a
  pail of
  water
  
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  b Pelaskos
  Sea Fishing God
  Pelaskos and his brother Poverri are the Twin Fishers of the Storm Tribe.
  In the Gods War, they worked closely to provide for the tribe. Together,
  they learned how to hunt with net and line, harpoon and hand. When
  the seas receded, Pelaskos followed them while his brother remained
  behind. Before Pelaskos left, Orstan the Carpenter built him his boat
  Clever Eyes, and he began to fish upon the wide sea. He is thus the god
  of taking fish from the sea instead of from the rivers and lakes.
  Along the shore, Pelaskos met new people and taught them his skills.
  In the Darkness, he trapped Oskippos, a terrible sea demon that stalked
  fishermen and anyone who lived near the water. Instead of slaying the
  demon, Pelaskos forced it to allow his followers to fish the depths. The
  demon consented so quickly that Pelaskos feared treachery, so he also
  forced the demon to give him a wife as hostage. Oskippos agreed, and
  after he returned to the depths Illuriad swam ashore. She has never
  been happy away from her kin, and she nags Pelaskos constantly. Their
  relationship is something of a joke among inland fishermen, whose
  god Poverri and his wife Natelna (a daughter of Ernalda) have a happy
  marriage.
  Worshippers: Coastal fishermen; inland clans do not worship Pelaskos.
  Clans that live along the shores of Choralinthor Bay or the Rozgali Sea
  count Pelaskos, not Poverri, as one of the Four Providers. He has many
  worshippers among the non-Heortling peoples of Kethaela as well.
  Membership Requirements: Be a fisherman or the son of a fisherman.
  Physical Ability: Endure Weather, Repair Boat.
  Mental Ability: Know Fishing Grounds, Know [Sea], Navigate, Predict Weather.
  Virtues: Patient, Taciturn.
  Affinities: 
  i Boats (Bless Boat, Quick Knot, Resilient Hull, Sail into Wind, Seal Leak)
  g Fishing (Attract Good Catch, Enticing Fish Lure, Inescapable Net, Reel
  in Fish, Strengthen Fishing Line) 
  i Overcome Sea (Avoid Reefs, Crest Waves, Keep Boat Afloat, Point to
  Nearest Land, Predict Tides)
  Secret: Catch any Water Creature (Automatically succeed at a single final
  action during any contest in which the hero has successfully used his
  Fishing affinity, even if he normally would not be allowed a final action.)
  Manifestations: Pelaskos is present when fishermen cast their nets into the
  water, launch their boats, and catch fish. Every boat is sacred to him.
  
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  Holy Days: Pelaskos is worshipped at different times throughout the year,
  especially when the fishing season for each type of fish begins. His
  high holy day is Hook and Line Day (Water Day, Fertility Week, Storm
  Season). On that day, worshippers reenact the building of Clever Eyes,
  the capture of Oskippos, Pelaskos’ marriage to Illuriad, and his first
  catch in his new home.
  Sacrifices: Worshippers throw back part of every catch to fulfill the agree-
  ment with Oskippos. Of course, most fishermen throw back the
  smaller fish and least edible part of their catch.
  Other Side: Pelaskos’ Dock juts into the Endless Sea near the mouth of the
  Engizi River. From there, worshippers can sail with Pelaskos on Clever
  Eyes or their own boats to fish with net and harpoon, or can sail into the
  Storm Tribe Age or Vingkotling Age. At the end of the day, they retire to
  his shack, repair the boats and nets, and share their catch with their
  families.
  Other Connections: Pelaskos’ twin Poverri still visits his brother. The two gods
  and their worshippers have a friendly rivalry, but neither really under-
  stands the other’s actions in staying with or leaving the Storm Tribe.
  Disadvantages: Many Water Tribe beings resent Pelaskos’ hunting of their
  kin, but as long as his worshippers conduct the proper sacrifices to the
  waters their actions are tolerated. In Kethaela, the local mermen reg-
  ulate the cult’s actions, restricting the amount and types of fish and
  other sea animals that they can catch. These fish are always part of
  the sacrifices returned to the sea each day.
  
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  N Redalda
  Horse Goddess
  Redalda is a daughter of Orlanth and Ernalda, but was not always the
  goddess of horses. She was the only one of Orlanth’s kin who did not
  laugh at the horse when it first arrived at his stead with Elmal. She
  came to admire and love Elmal because of how he cared for and tended
  the noble animal. She prevailed upon her parents for permission to
  marry Elmal, and they created the Foreigner’s Wedding so that he could
  marry into the tribe. Much to her chagrin, however, he did not want to
  marry her! At least, not immediately: the great warrior explained that
  she had to prove that she loved the horses as much as he did. She did,
  and more, for she proved that she could even become a horse herself.
  On their wedding night, she and Elmal rode wildly off together, and she
  has tended, healed, and loved his horses ever since.
  A few clans traditionally worship Redalda as a goddess in her own right
  instead of Ernalda Allmother. Although they do not receive three affini-
  ties (as do worshippers of Ernalda), the love they feel for their horses
  makes up for this apparent shortfall. Redalda’s worshippers make the
  best horse grooms and breeders, and also track the descent of their clan’s
  horses. Worshippers of Redalda can use any affinity or feat they know
  on horses (when appropriate) without an improvisational modifier.
  Worshippers: Grooms, trainers, breeders, and lovers of horses. Rarely, Red-
  alda is the most common goddess worshipped by a clan’s young
  women and wives.
  
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  Membership Requirements: Men or women can join after they promise to
  love and tend horses as if they are people.
  Physical Abilities: Ride Horse.
  Mental Abilities: Horse Breeding, Horse Doctor, Horsemanship, Mythology
  of Redalda, Tend Horses.
  Virtues: Love Horses, Persistent, Prudent.
  Affinities: 
  b Bless Family (Bless Birth, Comfort Family, Heal Hurt, Make Spouse
  Laugh, Prevent Anger) 
  k Bless Horses (Bless Horse, Calm Horse, Cure [Horse Disease], Heal
  Horse, Speak with Horse, Sense Predators)
  Secret: Become Horse (Allows the devotee to transform into horse shape.
  Any ability that the shape is capable of using remains at its full abil-
  ity rating, including Redalda’s magic. While transformed, the devotee
  may use the secret as a Horse affinity from which she can improvise
  any ability appropriate to her shape.)
  Manifestations: All horses are manifestations of Redalda.
  Holy Days: Regardless of a worshipper’s cult, Redalda receives sacrifices
  on Honoring Day and Harvest Day (which followers call Horse Day in
  their portion of the rites). See Thunder Rebels, pp. 183-184 for more
  information. Worshippers also attend other rites of their “parent” cult.
  Sacrifices: Redalda will not suffer any horse to be hurt or killed, and her
  worshippers ritually protest (but do not interfere) whenever her be-
  loved animals are sacrificed to any other Heortling god. Her worship-
  pers make effigies covered with the furs of wolf, sakkar, lion, and sim-
  ilar grassland predators, then 
  burn them for the goddess.
  Other Side: Redalda’s Stable stands
  near Elmal’s Longhouse on Or-
  lanth’s Stead. From there, Red-
  alda and her worshippers ride
  their horses in the Storm Tribe 
  Age and Vingkotling Age.
  Other Connections: Many clans wor-
  ship Redalda as a subcult of Er-
  nalda Allmother or Elmal; she is
  never worshipped as a subcult of 
  Esrola. Such worshippers receive
  their deity’s base affinities plus 
  Redalda’s Bless Horses affinity
  (only).
  Disadvantages: None significant.
  Redalda
  
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  1 Rigsdal
  The Night Watchman
  “Stand watch,” was the last thing that Orlanth said to Rigsdal before
  he gave him the great horn Shouter. Although faced with many threats
  Rigsdal stayed at his post, never wavering from his duty. The worst
  threats were the doubts and temptations that arose during the long,
  cold nights, but Rigsdal’s purpose never flagged. Once, the Uz tried to
  sneak up on the Vingkotlings, but Rigsdal revealed their creeping forms
  with his light. Once, Wakboth made the entire universe go to sleep so
  that he could invade the Vingkotling lands. So great was Rigsdal’s ded-
  ication that only one eye slept at a time. He thus saw the Chaos horde
  approach and drove off the foe with his javelins. Even today, anyone
  can see his javelins in the sky on occasion, and so the Heortlings know
  that Rigsdal still watches over them.
  Rigsdal is a noted warrior of the Storm Tribe, and served his chieftains
  valiantly through the ages. He was the one light that never moved
  from its place even when all else wandered erratically. He is still visible
  at his post in the sky as the Pole Star.
  Worshippers: Warriors and night watchmen.
  Membership Requirements: None. Most worshippers are devotees.
  Physical Abilities: Endure Cold, Keen Hearing, Keen Vision.
  Mental Abilities: Alert.
  Virtues: Reliable, Resolute.
  Affinities: 
  0 Combat (Falling Star Javelin, Fight Chaos, Fight Uz, Illuminate Battle-
  field, Stay at Your Post) 
  1 Night Watchman (Awakening Shout, Remind of Duty, Resist Doubts,
  Resist Temptation, Sense Approaching Enemy)
  V Vigilance (Hear Any Sound, Ignore Distraction, Night Vision, See Far, 
  Sleep with One Eye Open)
  Secret: Never Sleep (The worshipper can stay awake for any length of
  time, as long as he remains at his post. When he finally does sleep, he
  need only sleep for a full day to awaken completely refreshed at Dusk,
  ready for another night of duty.)
  Manifestations: The Pole Star is Rigsdal’s best known manifestation.
  Holy Days: Rigsdal receives worship on the Winter Solstice (Fire Day, 
  Illusion Week, Darkness Season), when he has his longest watch.
  Sacrifices: Worshippers offer a ram to Rigsdal on his holy day, as do all 
  Heortlings any time they need extra vigilance.
  
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  Other Side: Rigsdal’s Guard Tower overlooks the entire Storm Realm. From
  its heights, worshippers can look down on the Storm Tribe Age,
  Vingkotling Age, Chaos Age, and Silver Age.
  Other Connections: Many Heortlings worship Rigsdal as a subcult of Or-
  lanth Allfather, Humakt, or Elmal. Such worshippers receive their god’s
  base affinities plus Rigsdal’s Vigilance affinity (only). Some Heort-
  lings dedicate themselves to Rigsdal alone, and they are legendary in
  their devotion to their duty.
  Disadvantages: None significant.
  Rigsdal
  
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  The Gathering of the Goddesses
  Ty Kora Tek is the title, not name, of the Shrouded Good Elder God-
  dess. No one dares speak her name aloud, except in the midst of
  her sacred ceremonies, for to do so invites the wrath of her wretched,
  avenging daughters.
  Ty Kora Tek first made herself known when Asrelia, her sister, went
  from their common home to begin her own life. She stood in the
  doorway with a shawl over her head, and lamented her sister’s
  departure. “Come back, I beg you.”
  “Not yet,” said Asrelia.
  When Asrelia was kept from marrying her natural husband, Ty Kora
  Tek appeared in the doorway of the Judgement Room, mourning,
  and asking Asrelia to return.
  “Come back, I invite you.”
  “Not yet,” said Asrelia.
  Asrelia had many children, but most important are the triplet
  daughters: Esrola the Most, Maran the Great, and Ernalda the
  Least. When the daughters of Asrelia went to the Emperor’s Palace,
  Ty Kora Tek appeared at the doorway, shrouded and wailing to the
  young goddesses. “Come back, I implore you.”
  Esrola turned away in horror and hid behind her sisters, Maran
  stood still, and Ernalda moved to step forward until Asrelia stepped
  in front of her daughters. “Not yet,” she said. And so the sisters went
  to the Golden City.
  “I will never be easy again,” said Ty Kora Tek, and left. No one saw
  her again until Death came into the world. When Death proliferated
  it sometimes took the form of creatures that came out of Ty Kora
  Tek’s hidden places.
  One day a shadow came to Esrola, who was hiding in her favorite
  temple in Alkana [now the site of modern Nochet City, at the mouth
  of the Lysos River in Kethaela]. Esrola was terrified as a host of
  creatures swarmed from the shadow and dragged her away. All that
  remained were the drops of her tears and blood that fell to the
  ground and became the blood millet and hard corn that the Heort-
  lings harvested in the Darkness Age. Everyone was simply terrified,
  but Ernalda began to cry and wail, and soon many others did too,
  even though they did not understand what they were doing.
  Maran had a foe, a god called Tekakos who was made of rock and
  hated her movement. Every attempt he made to overcome her failed
  until he gave away his own spirit, a thing he didn’t need. He gave it
  
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  to Ty Kora Tek, who in turn sent out her creatures again to haul Maran
  away. Afterwards, the earth stopped moving and the mountains no
  longer grew. With Maran gone, the Goddesses felt exposed and
  more frightened, and Ernalda again led them in mourning.
  Ernalda had an enemy named Nontraya, whose love she had
  spurned, and who had sworn everlasting vengeance on her for it.
  He spawned the race of talokans to execute his revenge. He got Ty
  Kora Tek to help, and with her horde came to the house of Ernalda to
  take her away. On their way they met a funeral procession that bore
  Ernalda’s covered body on a bier. The crowd all wore shrouds and
  mourned with a terrible racket of cymbals and wailing. Nontraya
  suspected a trick, so he called forth all his talokans to witness for
  him. When he pulled back the shroud to inspect the evidence and
  saw that Ernalda was truly a corpse, he left. The mourners took the
  bier to Ty Kora Tek, who received the corpse and bore it across the
  threshold into the Underworld. She lifted her shroud to look upon
  Ernalda, and the Great Goddess got up from her bower and went to
  weave the cloth of the dead for Ty Kora Tek.
  Heortling women reenact this event every Darkness Season, when
  the deadly cold comes and life runs from everything. They cover
  their heads and mourn, weeping and wailing pitifully for their lost
  goddess. In this way, they learn the secret of this ceremony, which
  lets them all say, “She sleeps, she is not dead.” This is the secret
  power of Ernalda — the 
  deities of death accept her as 
  one of their own, yet she 
  really only sleeps.
  Ty Kora Tek
  
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  Y VValind
  God of Winter
  Valind inherited his father’s powers and holdings when Orlanth
  defeated Vadrus. He keeps them only by playing his brothers, the
  Vadrudi, off against each other and by distracting them with raids and
  battles. The rest of the Storm Tribe barely tolerates Valind; he is a rela-
  tion, but one that most wish to keep far away. He is one of the Thunder
  Brothers (though rarely welcome as such), and as such some people
  consider his cult a subcult of Orlanth Thunderous. Many Heortlings
  view him as a coward, for he surrendered and offered to serve as a
  thrall when Orlanth conquered the Vadrudi.
  In winter, the Valind Storm blows snow and cold winds off the ice cap
  and south across the continent, so that they gather at Dragon Pass.
  Worshippers normally live in the wilderness, often high in the moun-
  tains, but are fearsome fighters. Valind has a family of subservient gods
  and daimones, his children, brothers, cousins, and other remnants of
  the Vadrudi (see Thunder Rebels, pg. 123).
  Worshippers: Warriors and raiders, often loners. Valind is disloyal and
  something of a whiner, likened to a bad child — Heortlings use
  “valinding” as a common synonym for “brat.” Many worshippers
  leave their steads and live in caves high on the sides of mountains,
  supporting themselves by hunting or raiding.
  Membership Requirements: Reject traditional leaders.
  Physical Abilities: Close Combat (Spear and Shield Fighting, Sword and 
  Shield Fighting), Ranged Combat (Javelin), Tough.
  Mental Abilities: Mythology of Valind, Predict Storm.
  Virtues: Boisterous, Cruel, Obstinate, Rebellious.
  Affinities:
  B North Wind (Command North Wind Umbroli, Cutting Wind, Freezing 
  Breath, Raise Wind, Turn Wind)
  B Snow Storm (Blinding Snow Flurry, Blizzard, Call Clouds, Driving Sleet, 
  Howling Shout)
  K Winter King (Command Hollri [see Anaxial’s Roster, pg. 194], Crack
  Metal, Icy Spear, Shatter Tree, Speak to Hrimthur [see Anaxial’s Ros-
  ter, pg. 153], Walk on Ice or Snow)
  Secret: Survive Winter (Acts as a magical ability to resist any manifes-
  tation of ice or winter, including cold, blizzards, and even Valind’s
  own magic. If the worshipper possesses an appropriate defense with a
  higher rating, he adds the rating of the secret to that ability.)
  
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  Manifestations: Valind is the winter storm. He controls all manifestations
  of winter, each of which is a follower: sleet, hail, and snow; the black
  Ithas clouds and the Inora cold; and even the “lazy wind” that blows
  through a person’s clothes instead of going around them.
  Holy Days: Valind’s high holy day is Great Snow Day, celebrated on the
  Winds Day of Disorder Week in Darkness Season. Worshippers strip
  naked; paint themselves in patterns of gray, white, and blue; and
  hunt, raid, or otherwise vent the fury of the storm. The raids continue
  throughout Darkness Season, though they rarely have the fury of the
  initial raid. Other Heortlings propitiate Valind on Tribute Day, sacri-
  ficing white animals to hold the worst of the winter at bay.
  Sacrifices: Valind prefers sacrifices of weapons or white animals.
  Other Side: Valind’s Winter Palace rises far out on the edge of the Storm
  Realm, high atop the great glacier. From here, worshippers can travel
  to the Storm Tribe Age, Vingkotling Age, and Chaos Age. After death,
  they join the Vadrudi in raiding the Solar Realm, Sea Gods Realm, and
  occasionally even the Storm Realm.
  Other Connections: The Vadrudi are unruly and violent , and Valind can
  rarely force them into concerted action. The Uz god Himile, Source of
  Cold, often aids Valind. Valind’s greatest enemy is the Pelorian hero
  named Kalikos, who stole a magic ice crystal from him in the Gods
  War. The hero opposes him every year, keeping him from sallying out
  in full force and covering all of Glorantha with snow.
  Disadvantages: Heortlings hold worshippers of Valind in less regard than
  they do Uroxi. No leader will accept them, and they accept no leader
  except the toughest Valind devotee they know.
  Notes: Unlike other Heortlings, Valind’s worshippers will eat goat.
  Savage Valind, god of winter,
  Sweeps the earth with ice
  from the north.
  Ally to Orlanth, sometimes
  wayward and willful,
  Each year takes the earth in
  his grip.
  Valind
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  Jonstown Compendium #37,396
  These are the Nine Greatest Heroes of Sartar.
  Heort the Founder, who learned the secrets of I Fought We Won
  from Second Son and united his people. He is remembered in all
  our prayers.
  Vargast Redhand, who killed Lokamayadon at the Battle of the Verge
  and so freed Orlanth. Though he fell to Palangio the Iron Vrok, he
  is remembered with prayers, sacrifices, and a flight on the day
  that the New Men return from their initiation, before the harvest.
  Harmast Barefoot, the first human being to travel upon the Light-
  bringer’s Quest. Before him, no single person even knew the whole
  story. He receives sacrifices on Initiation Day and whenever a hero
  seeks to follow his path to the Underworld and back.
  Hendreik Freeman, the unconquered raider who resisted the Gbaji
  Empire. He helped Harmast, supported Arkat, made Owenreth High
  King of the Heortlings, and started the Larnsti brotherhood. He re-
  ceives sacrifice today on the Gods Day of Movement Week in Sea
  Season.
  Jarankol the Solarslayer, the son of Owenreth the Exile. Jarankol be-
  gan his life fighting, and led his army to sack Dara Happa instead
  of following Arkat to death in Dorastor. He receives sacrifices of bull
  calves today whenever someone is going to fight the Dara Happans.
  Alakoring Dragonbreaker, who forced the EWF to release Orlanth
  from his dragon prison. He slew the Elder Storm Dragon, closed
  the Open Door to the Dragon’s Aerie, and brought the secrets of
  Orlanth Rex to men so that the Heortlings would be safe from fool-
  ish priests. He officiates at every sacrifice to Orvanshagor Dragon-
  slayer and Orlanth Rex.
  Varantol the Mangler, who opposed the God Learners and united peo-
  ple to destroy these mechanical foes. He is still called the Machine De-
  stroyer because of the havoc he wreaked on them. He could breathe
  fire, a power that enabled him to melt all of the evil machines. Varan-
  tol receives sacrifice on the Clay Day of Death Week in Earth Season
  Gustin Hammer, the loyal thane to King Andrin who died for his lord
  many times fighting against the false god called the Pharaoh. He
  retired twice, once in shame when he failed to save his king’s life,
  and once in disgust when the king came back as a slave of the
  Pharaoh. He is said to live even now, and receives sacrifice from
  the Heortlings who continue to resist the rule of the Pharaoh.
  Sartar the Founder, who learned the secrets of Transformation from
  Larnste and united his people. He is remembered in all our prayers.
  
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  S
  Orlanthi Heroes
  Mortals Who Became Gods
  Humans are wind-born, freest of free.
  Orlanth Breath-giver gives you first lungful.
  Follow the winds, like Orlanth before you.
  Yours is the path-choice, make it and live.
  Heortling history revolves around great heroes. Many performed great
  deeds or fought specific foes, and receive sacrifice from people who seek
  to learn their magic. The following hero cults are all common in
  Dragon Pass. Any member of Orlanth’s cult may learn the magic listed
  here, although many provide greater abilities to dedicated worshippers.
  Other less important heroes are known. Many of King Sartar’s com-
  panions, such as Geo, receive worship from members of the organiza-
  tions they founded. Hero bands form around obscure entities and
  unique artifacts, such as the Temple of the Wooden Sword that was
  active in Sartar for several years after the Lunar 
  invasion. Local clans and tribes have their own 
  heroes, often ancestors, which they revere at 
  every ceremony.
  6 Alakoringg
  Dragonbreaker
  Alakoring saved the Orlanthi from one
  of the two great foes of the Imperial
  Age. He liberated the Heortlings from
  enslavement by the Dragon Empire,
  which is called Youf or EWF and drawn
  as c. The dragons tricked the priests
  and priestesses, but Alakoring came from
  Ralios and slew many dragons, in-
  cluding the Diamond Storm Dragon
  and the Empire’s leaders. To ensure
  Alakoring Dragonbreaker
  
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  that the priests could never again lead the people astray, Alakoring
  introduced the laws of Orlanth Rex. His army destroyed much of the
  Empire, liberating all but the heart of Dragon Pass before elves killed
  him. His impact was so great on the northern peoples that they now
  call themselves Alakorings, although most of them are not his descen-
  dants. Heortlings remember Alakoring with sacrifices on Presentation
  Day (Gods Day, Mobility Week, Fire Season).
  0 Fight Dragons Feat: Avoid Dragon’s Best Attack.
  G Gorangi Vak, the Bulltamer
  Gorangi Vak lived in the First Age. Bad kings ruled his land, so he sought
  to be a model of Orlanth’s virtues. He was so successful that the Orlan-
  thi remember him even today.
  Gorangi also revealed the Stormwalk heroquest path. The hero must
  climb the mountain, overcome Urox with only a stick and a lasso,
  defeat the guardian Baskelos, and then wrestle a zarur sky bull into sub-
  mission. If the hero succeeds, he gains the sky bull as a mount (see pg.
  160) but becomes an enemy of all Uroxi. Most heroes who attempt this
  path sacrifice to Gorangi Vak on Stick and Rope Day (Wild Day, Dis-
  order Week, Sea Season). His feat causes a berserk Uroxi to stumble,
  fall, and knock himself unconscious during a fight as long as the hero
  has used only a stick and a lasso during the contest.
  Physical Abilities: Close Combat (Lasso Fighting, Lasso and Stick Fighting).
  0 Combat Feat: Knock Out Uroxi.
  Jonstown Compendium #1,464
  Here are the heroquests of Harmast, a peasant who rose to duty:
  1. To gain awakening;
  2. To gain the blessing of King Heort and Orlanth Adventurous;
  3. To scout the path to the Hidden Gate;
  4. To arm himself, wherein he gained his sword, shield, and boots;
  5. To ambush Jajamokki;
  6. Upon the Lightbringer’s path to the Land of the Dead he dis-
  covered Arkat and freed him;
  7. To regain his plow and sow from Jajamokki;
  8. Upon the Lightbringer’s path again he was wounded but
  returned with the keys of Kartolin
  to aid Talor, whom the
  Westerners call the Laughing Warrior;
  9. The Sky Giant’s Castle;
  10. The return from the Court of Silence.
  
  3 Harmast Barefoot
  Harmast was the first human being to travel upon the Lightbringer’s
  Quest. Gbaji had enslaved, driven into hiding, or killed all of the Heort-
  lings. Amidst the turmoil, Harmast learned, speculated, and finally
  acted. He traveled through the Hero Age and God World and returned
  with Arkat, who later destroyed Gbaji. His story is the great initiation
  story of the modern era, and he always receives sacrifices on the Winds
  Day of Stasis Week in Sea Season. Although this is called Initiation
  Day, and most clans try to begin their initiations on this day, in prac-
  tice they begin the initiation rites when they can, as close to this day as
  possible. Anyone seeking to perform the full Lightbringer Quest sacri-
  fices to him or one of his companions for useful magic.
  e Lightbringer Feat: Find Help.
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  d Heort the Founder
  Heort is the greatest hero of the Heortlings. At the end of the Chaos Age,
  he taught the few remaining Vingkotlings about I Fought We Won. This
  is the great secret of being a Heortling, for it allows humans to have a
  chance against Chaos. He learned this secret from Second Son, who
  had fought against the Predark since long before Heort was born.
  Heort freed Ivarne from the Ice Tomb where enemies had imprisoned
  her a hundred generations earlier. They had many blessed children. He
  taught the Vingkotlings all the rules they needed to live, and every-
  thing that it means to be an Orlanthi now, and so the survivors
  renamed themselves in his honor. He was the ancestor of many of the
  clans that survive today.
  Heort taught a way to achieve unity among all the races, even the Uz,
  Aldryami, and Mostali, whom he brought together to fight the Unity
  Battle. This unity repelled Chaos so that their army was unable to fight,
  and so was destroyed. Afterwards, he did what was best for his people,
  and supported Ezkankekko, an Uz, when he formed the Unity Council 
  that ruled the land during the Dawn Age.
  Heort receives some of every sacrifice, and his invocation begins every
  ceremony. No one initiates or devotes to Heort, for he is the founder of
  the entire culture and religion. He is ubiquitous, and his pictures and
  iconography appear often in Heortling temples and tribal artwork.
  Heort the Founder
  
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  0 Renvald Meldekbane
  When the God Learners came in the Imperial Age, Renvald was one of
  many who tried to fight them. He failed (as did many others), but
  unlike most he used his failure against his foe. Driven by evil sorcerers
  into an alien Otherworld, Renvald discovered secret signs of a lost god,
  and after many years returned to his people bearing the Azure Shield
  and the Viridian Spear. He killed sorcerers one by one, and finally
  joined the siege of the Clanking City. For ten years, he helped to lead
  the battle there, and at the climax of the siege he entered the city itself.
  Just as he was about to slay the Flesh Machine, however, the Mostali
  betrayed him. His magic was useless against his former allies, and he
  watched helplessly as the Viridian Spear broke against iron shields.
  Wounded almost to death, Renvald fled with the Azure Shield as the
  Mostali took credit for the victory and kept everyone from their right-
  ful plunder. Renvald’s followers burned his body after he died, and now
  many Heortlings sacrifice to him on Sword Day (Winds Day, Mobility
  Week, Sea Season) when they fear sorcery. The Lunar Empire has out-
  lawed his worship, but rumors persist of a small hero band that retains
  the Azure Shield and uses its magic to confound the invaders.
  Mental Abilities: Recognize Sorcerer.
  Virtues: Hate Sorcery.
  6 Fight Sorcery Feat: Block Spell.
  Jonstowwn Com
  mpendium #1,459
  Never kid a king about his happiness;
  A sorcerer about his soul;
  A priest about his callouses;
  A warrior about his lifespan;
  A peasant about his holidays.
  No man likes jokes about what is not.
  
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  S Sartar the Founder
  Sartar is the hero who came to Kerofinela 150 years ago and created a
  mighty kingdom. He founded four great cities, linking them with roads.
  Sartar magically erected the walls of each city in a single night. The
  first was Wilmskirk, built to settle a war between tribes. Jonstown was
  next, named for Hauberk Jon, a mighty wolf-slayer. Third was Swens-
  town, built at the request of Swen Leapfoot of the Balkoth. Boldhome
  was last, built to fulfill an ancient prophecy and to rule the kingdom.
  Sartar formed the tribes that surrounded each city into confederations,
  and so unified the tribes.
  Sartar ruled wisely for many years, and lit the Flame of Sartar at his
  apotheosis. His dynasty ruled well until the coming of the Lunars, who
  murdered many of the princes and then finally conquered the land a
  generation ago. Although there have been several rebellions, all have
  been crushed by the Lunars.
  No one has been able to worship Sartar since evil Lunar sorcerers extin-
  guished his Flame. Nonetheless, those who do not fear the Empire meet
  on Founder’s Day and offer sacrifice to Sartar. He moves in secret now,
  giving hope to those who seek his heir.
  Sartar the Founder
  
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  y Vogarth the Strong Man
  Vogarth is famous for being the strongest (and dumbest) man in the
  world. He performed many deeds during the Silver Age to protect inno-
  cent people. He performed twelve great feats of strength to prove him-
  self worthy of becoming one of the Silver Kings, the Husband-Protectors
  of legendary Queen Merngala. He is famous for being hard working
  and honest, and even his lack of intelligence was a virtue for the hero.
  Many people remember Vogarth’s good deeds, and they offer him sac-
  rifices on Plow Blessing Day (see pg. 205). Worshippers gain no magic
  from these sacrifices. The rare person who seeks Vogarth’s blessing can
  devote himself to the hero. The devotee must have or take a Slow-witted
  flaw, which he may not buy down. Any time he increases his Strong rat-
  ing, he must raise the flaw at the same time, so that they always have
  the same rating. Once he has Strong and Slow-witted at 10W2 each, the
  devotee may learn Vogarth’s secret.
  Physical Abilities: Strong.
  Virtues: Honest, Slow-witted.
  Secret: Heroform Vogarth (Incarnation ability.)
  Vogarth H 
  Heroform
  Significant Abilities: Hard Working 10W, Honest 15W2, Slow-witted 17W2, 
  Strong 7W4.
  Although a devotee of Vogarth
  should tell the truth, obey the
  rules, and work only for good,
  he must do this while incarnat-
  ing the hero. If he does not, or
  even if he thinks about any-
  thing too hard, Vogarth cannot
  remain. Thus, use of a mental
  ability involving logic, knowl-
  edge, or any sort of reasoning
  immediately causes the hero to
  face an identity challenge (see
  the Otherworld Magic chapter
  of Hero Wars).
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  Keywords
  D
  Index
  Alakoring ..........................237 
  Alynx ........................186, 190 
  Asrelia.......................194, 201 
  Babeester Gor............201, 202 
  Barntar..............................204 
  Bear ..................................147 
  Bee
  ..................................223 
  Brastalos............................209 
  Chalana Arroy....................32 
  Cloud Sheep........................86 
  Cow ......................................9 
  Death Drake .....................102 
  Deer ..................................180 
  Elmal...................................47 
  Engizi.................................214 
  Ernalda..............................201 
  Esrola.................................201
  Eurmal ................................62 
  Goose.................................227 
  Gustbran ...........................217 
  Harmast ............................239 
  Helamakt ........................4, 82 
  Heler....................................77 
  Heort .................................240 
  Horse .................................228 
  Humakt...............................88 
  Humakti Sword.................105 
  Issaries...............................110 
  Issaries Merchant..............115 
  Kero Fin.............................218 
  Lhankor Mhy....................124 
  Mammoth.........................120 
  Maran .......................201, 221 
  Minlister............................222
  Nandan.....................201, 224 
  Odayla ..............................142 
  Orlanth Adventurous .........13 
  Rat
  ....................................27 
  Redalda .............................229 
  Rigsdal...............................231 
  Sartar.................................242 
  Sheep.................................249 
  Ty Kora Tek ...............201, 233 
  Urothtrorol ..........................86 
  Urox ..................................155 
  Valind................................235 
  Vinga.........................170, 201 
  Vogarth .............................243 
  Voria..................................201 
  Yinkin................................182 
  Zarur .................................160
  Illustrations
  Alakoring ..........................238 
  Alusar................................187 
  Ana Gor ............................193 
  Anatyr .................................52 
  Asrelia........................195-196 
  Babeester Gor.............202-203 
  Barntar.......................204-205 
  Beren ...................................53 
  Binstarnif Awe ..................165 
  Brastalos ....................208-209 
  Chalana Arroy...............38-39 
  Chernan............................133 
  Clan or Tribal Council
  Member ........................29 
  Defender Storm.................175 
  Dilfar.................................137 
  Donandar..........................212 
  Efrodar...............................100 
  Elmal...................................52 
  Elmal Hearthguard.............53 
  Elmalhara ...........................54 
  Engizi.................................215 
  Ereltharol ............................82 
  Ferace ..................................40 
  Garzeen.............................114 
  Gavren ..............................188 
  Gorangi Vak......................238 
  Gray Ones .........................134 
  Gultha Goldentongue.......116
  Gustbran ...........................216 
  Harmast ............................239 
  Harst..................................117 
  Helamakt ............................83 
  Heler....................................81 
  Herald Goodword..............120 
  Hevduran ..........................134 
  Hevren...............................188 
  Hiia ............................100-101 
  Hu the Sword ....................101 
  Humakt.........................95, 97 
  Indrodar ............................101 
  Inginew .............................103 
  Irnar ..................................137 
  Issaries........................113-114 
  Issaries the Guide..............119 
  Jarl of Urox .......................164 
  Kargan the Warrior ..........103 
  Kero Fin......................218-219 
  Kudran ..............................152 
  Lhankor Knowing.............135 
  Lhankor Mhy.............132-133 
  Li Phanquann...................103 
  Mabar................................152 
  Makla Mann.....................104 
  Maran Gor .................220-221 
  Minlister............................222 
  Molamin ...........................213 
  Murni ................................189
  Nandan......................224-225 
  Natyrsa................................41 
  Nevala.................................83 
  Odayla ......................149, 151 
  Pelaskos......................226-227 
  Pranjala ..............................42 
  Ranoo................................152 
  Red Woman ......................176 
  Redalda................54, 228-229 
  Renvald .............................241 
  Rigsdal ................54, 104, 230 
  Scribe...................................28 
  Sisters of Mercy ...................44 
  Smith...................................28 
  Tarena .................................84 
  Tol ....................................189 
  Torvald ..............................136 
  Ty Kora Tek ................195-196 
  Uroth ...................................85 
  Urox ..................................163 
  Valind.........................234-235 
  Vinga.................................174 
  Vinga the Avenger............177 
  Vinga the Spearwoman....177
  Vogarth .............................243 
  Voriof...................................85 
  Yan Starcere ......................104 
  Yinkin................................187 
  Yuhurol ...............................86
  
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  Creature Statistics
  Charts and Narrator Aids
  Listing
  Blinder.................................55 
  Brain Flayer ......................138 
  Healing Daimon.................44
  Jolsedaring ........................138 
  Nehaling .............................44 
  Reflarting ............................55
  Warmth Stealer...................55 
  Yoskati.................................55
  Beast Charms....................150 
  Clan Fines ...........................61 
  Darkness Season Calendar.23
  Divine Companions............27 
  Earth Season Calendar .......22
  Explanation of Runes .........25 
  Fines for Hearth-breaking 162
  Fire Season Calendar..........21 
  Generations of the Earth
  Tribe............................201
  Sacred Time Calendar ........25 
  Sea Season Calendar ..........20 
  Shared Subcults...................16 
  Storm Season Calendar ......24
  Abrinna’s Tears ...................51 
  Acos...................................123 
  Adamant...........................154 
  see also Truestone
  Aeolians ............................115 
  Agant Faraltilion ................18 
  Agent of Reprisal ..........12, 30 
  see also Banumbroling,
  Jolsedaring, Reflarting,
  Yoskati 
  Aggar ................................152 
  Air Realm............................18 
  Alain, Sword of Humakt.......7 
  Alakoring.................. 236-237 
  Alakorings.................126, 238 
  Alastan’s Mirror..................74 
  Alchemy.....................135-136 
  Aldryami......40, 95, 142, 221,
  240 
  see also Elves, Plant
  People, Plant Tribe
  Aletha flower ......................32 
  Alfgar Whitecloak.............129 
  Alkana ..............................232 
  Alusar................................187 
  Alusu the Cockster..............73 
  Alynx...15, 27, 75, 77, 80, 84,
  189, 219 
  see also Shadow cat
  “Alynx Form” (marriage)....183
  Amprefesne.........................42 
  Ana Gor .........16, 91, 192-193 
  Anatyr...........................49, 52 
  Andrin, King .....................236 
  Animal Corral ..........158, 161 
  Another ...............................18 
  Appease Earth ritual.........193 
  Apprentice Day.................128 
  Arachne Solara...60, 154, 182
  Argan Argar......................111 
  Arikalgor.............................73 
  Arim the Pauper ...............193 
  Arkat....74, 104, 236, 238-239
  Arnna................................217 
  Aroka ............................76, 86 
  Arroin.......................31-32, 40 
  Asborn Fourborn.................43
  Asrelia ..19, 194-196, 198-200,
  232 
  Treasure Vault ............196 
  Asrelia’s Age......................194 
  see also Green Age
  Asrelian.............................145 
  Atyar .................................125 
  Author of Sores .............48, 56 
  Autumn Mountains..........148 
  Awake Floor ........................94 
  Axe Day ............................203 
  Axe Hall............................203 
  Azure River..........................80 
  Azure Shield......................241 
  Babeester Day ...................203 
  Babeester Gor..16, 63, 168, 172,
  192, 196, 200, 202, 221
  Ana Gor Subcult...........16 
  Backford ............................129 
  Bad Dogs...................181, 184 
  Bad Luck Spots....................65 
  Bad Questioner ...................57 
  Bad Year..............................73 
  Badger ...............................150 
  Bagogi .................................94 
  Balkoth Tribe.....................242 
  Banesword.........................103 
  Bansh Bone-biter ......178, 179 
  Banumbroling.....................38 
  Bare Blades philosophy....106
  Barntar 78, 80, 144, 169, 180,
  204, 206, 207 
  Barntar Plow ..............205 
  Great Barntar.............206 
  Barntar’s Big House ...205
  Barntar’s Plow ............205 
  Baskelos ....................160, 238 
  Basket..................................27 
  Battle of Dura, Karo, and
  Vanda ...........................10 
  Battle of the Verge ............236 
  Battles of Thrinbarri .........167
  Thrinbarri Clouds.........73 
  Thrinbarri Roofs.........167 
  “Bear Bows” ......................141 
  Bear Day ...........................147 
  Bear Hill ............................148
  Bear Hunt..........................149 
  Bear Mountain..142, 148, 178
  Beast Charms ...143, 149-150,
  152 
  Beast Men .........................184 
  Beast Valley.......................184 
  Beat Devil Day..........158, 159 
  The Beautiful Place...........193 
  Being ...................................36 
  The Belittle Words.............168 
  Belligerent Shore...............208 
  Bellow Day........................159 
  Beren...............48, 51, 53, 137 
  Berenethtelli Tribe..53, 118, 137
  Berenstead.........................137 
  Berry Festival ....................145 
  Berserker Magic ........163, 203 
  Bes Gezos.............................18 
  Bevara.........................27, 168 
  Big Rubble.........................136 
  Big-Teeth ....................121-122 
  Binstarnif Awe ..................165 
  Birth Day...........................219 
  Biturian Varosh.....................7 
  Black arrow.........................61 
  Black Rain Day...................80 
  Black Ram...........................82 
  Blessing Day .....................203 
  Blinder.................................55 
  Blinding Shadow.................83 
  The Block ..................159, 164 
  Blood Beer..................202-203 
  Blood millet.......................232 
  Blue Forest...........................74 
  Blue God .............................77 
  Blue Goddess.......................77 
  Blue Hawks .........................77 
  Blue Ram ......................77, 85 
  Blue Tribe ..............................8 
  see also Sea Tribe, Water
  Tribe 
  Blue Woman............76-77, 83 
  Bluewater Temple ...............80 
  Body Healing Day ..............35 
  Boldhome..........137, 173, 242 
  Bonded Magic.....................68 
  Bonfire Day.......................217
  
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  Borogos the Terrible............97 
  Bottler’s Stairway ................74 
  Boundary Ritual ...............118 
  Brain Flayer ......................138 
  Brass Jar ..............................18 
  Brastalos ....................208-209 
  Breaker of Souls ..................57 
  Breath ...............118, 144, 179
  Breath of Life................37 
  Bridge of Scythes.................73 
  Bridge Over Corpses .....73, 74 
  Bright Eye..........................169 
  Bright Tribe .........................58 
  see also Fire Tribe, Sky Tribe
  Bronze .........................28, 216 
  Broo .......7, 14, 33, 37, 41, 94,
  157, 161 
  Brothers Day .....................172 
  Brown Sages......................125 
  Bull......................................27 
  Bull Fields..........................155 
  Bull’s Head ........................163 
  Buserian ............................125 
  Butterfly ..............................27 
  Caladraland......................128 
  Calm Air ...........................208 
  Can I Be a Blacksmith? ....216
  Casey’s Tavern ....................74 
  Cat Clan................................8 
  Cat Nap Day.....................184 
  “Cat Scratching”...............126 
  Catlight Day .....................185 
  Catnapping Incident ........184 
  Catnip Day .......................184 
  Cattle Orphans .................169 
  Cattle, Wild.......................150 
  Cave of Teeth ......................74 
  Cavern of Silence.......196-197 
  Celestial Archers .................73 
  Celestial Choir ..................213 
  Celestial Pantheon..............34 
  see also Dara Happan
  Pantheon, Yelm Pantheon
  Celestial River .............75, 215 
  Cellars of Dusk....................74 
  Center World.......................40 
  Chalana Arroy ...6, 12, 30, 31ff,
  45, 48, 60, 95, 157, 207, 212
  Arroin Subcult ..40, 95, 107
  Divine Companions.....27 
  Ferace Subcult ..37, 38, 40
  Fights ............................36 
  Healers as Heroes.........32 
  Natyrsa Subcult.....37, 41,
  157 
  Payment for Healing....35
  Pranjala Subcult ...37, 38,
  42
  Priests............................39 
  Sisters of Mercy Subcult ...
  37
  Temples.........................36 
  Uniforms.......................37 
  Champion.........................108
  Change Rune ......................66 
  “Chant of the Storm
  Princes”.......................118 
  Chaos ...6-7, 14-15, 32-33, 41,
  46, 48, 50-52, 56-58, 76,
  78, 82, 90, 104, 125, 134,
  141, 144, 153-165, 169,
  171, 176, 183, 192, 198,
  212, 214-215, 220-221,
  230, 240 
  see also Predark 
  Chaos Age........33, 46, 48, 89,
  118, 124, 142, 155, 170,
  183, 203, 212, 215, 219,
  221, 235, 240 
  see also Darkness Age,
  Great Darkness, Long
  Night 
  Chaos Gods...................40, 57 
  Chavgaz, the Chaos Wolf...60
  Chernan............................133 
  Cheserosos.........................167 
  Chest of Torcs........................9 
  Chief Alchemist ................136 
  Chief Librarian ..........130-131 
  Chief of Loremasters.........130 
  Chief Priest (Lhankor Mhy
  Temple).......................130 
  Choralinthor Bay..............226 
  Choreographer of the Stars ....
  213 
  The Citadel........................198 
  Citadel Court ....................199 
  City Ring ...........................137 
  Clan Fines ...........................96 
  Clanking City....................241 
  Clever Eyes.................226-227 
  Cliffs of Shadow..................89 
  Cloud Alynxes ....................77 
  Cloud Cats ..................84, 189 
  Cloud Daimon ....................84 
  Cloud Hawks.......................84 
  Cloud Sheep........................84 
  Colymar ............................118 
  Conductor of the Celestial
  Choir...........................213 
  Cosmic Law.......................123 
  Cosmic Mountain.......87, 153 
  see also Spike 
  Cosmic Web ......................169 
  see also Great Compromise
  Council of Pairs ................198 
  Court of Philosophy..........131 
  Court of Silence...........74, 238 
  Cow .....................................27 
  Cow Clan ..............................9 
  Coyote ...........................27, 62 
  Creation, power of..............31 
  The Creek...................214-215 
  Creekstream River......214-215 
  Crown..................................27 
  Crown of Authority...............9 
  Crowned Pigeon..................27 
  Crucible Gate ......................73
  Curse of Odayla................152 
  Curses ......70, 89, 96, 98, 105,
  120, 189, 193 
  Daga .........75, 78, 80, 86, 204 
  Daga’s Desert ......................77 
  Daimon...............................26 
  Daimon Soul...............15, 217 
  Danfathar .........................212 
  Dar the Leader....................52 
  Dara Happa........14, 104, 236 
  Dara Happan Pantheon...211
  see also Celestial
  Pantheon, Yelm Pantheon
  Dara Happans......10, 30, 236 
  Daranstoro, Battle of ..........73 
  Dark ..................................159 
  Dark Death Day .................92 
  Dark Folk ..........................169 
  see also Trolls, Uz
  Darkness...31, 50, 92, 123, 135,
  139, 141, 157, 166, 175,
  181, 192, 212 
  Darkness Age ....................232 
  see also Chaos Age, Great
  Darkness, Long Night
  Darkness Mother.................18 
  see also Kyger Litor
  Darkness Pantheon...........196 
  Darkness Season .......23, 172,
  233, 235 
  Darkness Tribe ..............13, 46 
  see also Night Tribe
  Dathar...............................212 
  The Dawn ..40, 45, 47, 76, 86,
  110, 135, 141, 148, 154,
  169, 202 
  Dawn Age..97, 104, 105, 169,
  240 
  see also First Age 
  Day of Standards ................92 
  Daylanus.............................10 
  Dead Air..............................89 
  Dead Court..........................74 
  The Deadeye .......................70 
  Deadeye Grove....................70 
  Deadeye places ...................70 
  Deadeye the Death-Finder..70
  Death.....18, 36-37, 70, 87-88,
  90, 92-93, 95, 97, 106-
  108, 141, 153-154, 162,
  192, 194, 232 
  Death Iron....................18 
  Goddess of ..................192 
  Death Day...........................93 
  Death Drake .....................102 
  Death House .......................94 
  Death Light.................93, 103 
  Death Sword .................94, 97 
  Death-Finder.................70, 87 
  Deep Hunter .....139, 141, 148 
  Deer...................................150 
  Defender Storm ..169, 172, 175
  Defender Wind..................168 
  Defender’s Fort ..................173
  
  D D D D   
  I N D E X   
  D D D D
  247
  Defense Day..............172, 175 
  Deksarshill ........................137 
  Delecti .........................90, 102 
  Deleen Kodigsdottir ..........137 
  Delurso................................75 
  Demon of ignorance.........138 
  Derensev............................128 
  The Devil .......7, 60, 157, 159,
  160-161 
  Diamond Blade.................103 
  Diamond Storm Dragon...237
  see also Elder Storm
  Dragon 
  Digging Stick People.........121 
  Dilfar Deepsighted............136 
  Disciple ......11, 26, 39, 66, 97,
  133, 164 
  Disorder Rune .....................66 
  Divination ..7, 32, 49, 79, 138
  Divine Aid...........................96 
  and Resurrection ..........43 
  Divine Companions ....12, 15,
  26, 53 
  Divine Justice ......................46 
  Divine Retribution..44, 55, 72,
  86, 105, 120, 138, 152,
  165, 177, 189 
  Divine Wrath........63, 71, 189 
  “Dog Scratching”..............126
  Donandar ............16, 210-213
  Donandar’s Magic......211 
  Donandar’s Troupe ....212
  Drogarsi Subcult .16, 211-
  212 
  Molamin Subcult .......213 
  Skovari and Skovara
  Subcult...........16, 213 
  Door Guards......................203 
  Doorway to Havan Vor.....119 
  Dorastor ......................51, 236 
  Doreros..............................167 
  Doubting Wheel ...................8 
  Dove ....................................27 
  Downboy.........................6, 70 
  Dragon Empire .................237 
  see also EWF 
  Dragon Era........................193 
  see also Imperial Age
  Dragon Pass...11, 51, 73, 102,
  117, 119, 141, 154, 159,
  186, 193, 205, 208, 214,
  216, 218-219, 234, 237-238
  see also Kerofinela
  Governor General of ....73
  King of........................219 
  Dragon prison...................236 
  Dragon’s Aerie ..................236 
  Dragonewts.......................218 
  Dragonkill.........................193 
  Dragons.............................119 
  The Dragons .......................13 
  Dral Air Tunnel.................167 
  Drenyan Red Claw............169
  Drogarsi .......16, 73, 179-180,
  211-213
  Drought...............................18 
  Duck People ..............102, 162 
  Durev...................................80 
  Durevings............................76 
  Duro ....................................10 
  Durulz ...............................102 
  Eagle............................88, 150 
  Earth ...................18, 154, 158 
  Earth (goddess) .........109, 194 
  Earth Avenger............202-203 
  Earth Day..........................158 
  Earth Family .....................225 
  see also Earth Tribe 
  Earth Guardian.................202 
  Earth Pantheon...................34 
  Earth Realm......196, 203, 221 
  Earth Religion .....................19 
  Earth Rune ........................201 
  Earth Season ...............22, 172 
  Earth Tribe ..........46, 194, 201 
  see also Earth Family 
  The Eastern Hero ..............103 
  Eat You Army....................169 
  Eater of Skin..................48, 56 
  Efrodar Blackhands ....99-100,
  105 
  Egil Cragbrow ...................129 
  Ehilm, Fires of .....................74 
  “Eighteen Professions”........28 
  Eiritha................................158 
  Elasa...................123-125, 127 
  Elasa Secrets......................126 
  Elder Gods .........................198 
  Elder Storm Dragon ..........236 
  see also Diamond Storm
  Dragon 
  Elistivoros the Eye ...............73 
  Elmal..5, 35, 45ff, 78, 118, 168,
  169, 171, 185, 223, 228
  Anatyr Subcult .......49, 52 
  Beren Subcult ...48, 51, 53
  Brothers of........45, 46, 51 
  the Burner ..................206 
  the Chaste ....................51 
  the Chieftain ................52 
  the Defender...............166 
  Divine Companions.....27 
  Elmalhara Subcult..48, 54
  Hearthguard Subcult...48,
  51, 53 
  Initiation ......................51 
  Redalda Subcult ....16, 49,
  51, 229 
  Rigsdal Subcult.......16, 54 
  Shining Hall .................48 
  the Vigilant ..................51 
  “Elmal and the Three Blue
  Sheep” ........................118 
  Elmal clans ..............49-51, 54 
  “Elmal Guards the Feast” ...50
  Elmal’s Longhouse............229 
  Elmalhara .....................48, 54
  Elmali..................................81 
  Elves ..................................238 
  see also Aldryami, Plant
  People 
  Emperor  .......5, 8, 45, 58, 75,
  109, 187, 213 
  see also Evil Emperor, Yelm
  Emperor’s sycophants...216
  Emperor’s Palace...............232 
  Empire of the Wyrm’s Friends
  42, 103 
  Enbaralor ............................76 
  Endless Sea........................227 
  Enferalda...................168, 178 
  Engizi ........................214, 215 
  Engizi River .................77, 227 
  Enkoshons ...........................76 
  Ereltharol ................80, 82, 84 
  Ernalda5, 8, 9, 31, 54, 71, 79,
  83, 85, 119, 168, 173, 176,
  178, 188, 192, 194, 196, 198,
  200, 202, 204-205, 211, 221-
  222, 224, 226, 228, 233
  Allmother ..16, 19, 36, 228
  Disciple of.....................12 
  Divine Companions.....27 
  Ernalda's Regalia .......146 
  Great Goddess ....221, 233
  the Healer.......19, 35, 172 
  House of .....................233 
  Initiation ....................173 
  Minlister Subcult..16, 222
  Nandan Aspect ..........224 
  the Queen.....................19 
  Red Woman Subcult ...16,
  173 
  Redalda Subcult ...16, 229
  Skovara Subcult ...........16 
  Wedding of ...................73 
  Ernalda’s Loom House......225 
  Ernaldela...........................206 
  Esjenen ......................181, 186 
  Esra........................................9 
  Esrola ....16, 19, 48, 54, 78-79,
  83, 86, 192, 194, 196,
  223-224, 229, 232 
  Ana Gor Subcult...........16 
  Divine Companions.....27 
  Nevala Subcult.............16 
  Esrolia ...........80, 81, 128, 129 
  Eternal Battle.....155-156, 163 
  Eternal Hunt .....................142 
  Eternal Source of Knowledge..
  124
  Etyries........................111, 113 
  Eurmal...6, 59ff, 87, 104, 108,
  118, 181, 194, 223
  Divine Companions.....26 
  Eurmal Lightbringer ....65
  Eurmal’s Butt................71 
  The Secret Cult .............72 
  Evil ....................................164 
  Evil Emperor....................6, 13 
  see also Emperor, Yelm
  
  A
  e
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  e
  S T O R M  T R I B E
  e
  A e
  A
  248
  Evil Eye................................70 
  Evil Uncles...........................87 
  Evin, Seven Fishes of...........59 
  EWF ............................236-237 
  see also Dragon Empire
  Exchange Site......................10 
  Extinguish Day .................158 
  Eyes in the Dark................187 
  Ezkankekko.................71, 240 
  Falling star........................230 
  Falling Wind .......................83 
  Fang of the Oceans.............75 
  Fear (god)..........................153 
  Feathered Horse Queen ....100
  Ferace ............................39, 40 
  Fertility Healing Day ..........36 
  Fight Elements magic .........10 
  Final Briefing ....................156 
  Final Information Library ......
  128, 136 
  Finovan.....................179, 180 
  Fire ....................................159 
  Fire Season ..................21, 208 
  Fire Tribe......8, 35, 45, 48, 57,
  216-217 
  see also Bright Tribe, Sky
  Tribe 
  Fires of Ehilm ......................74 
  Firewoods ............................74 
  First Age ............................238 
  see also Dawn Age 
  First Promise........................67 
  First Storm...........................18 
  Fish......................................27 
  Fish Festival.......................144 
  Flame of Sartar .................242 
  Flesh Machine...................241 
  Flesh Man ...........6, 32, 60, 70 
  Flint Blessing Day .............146 
  Flood Era .............................75 
  see also Vingktling Age
  Fog Girl ...............................18 
  Foreigner’s Wedding ...54, 228
  Forest of the Winds..142, 183,
  188 
  Forge Day..........................217 
  Forosil Ferocious................137 
  Forosilvuli Tribe ................137 
  Fort of Mists ......................173 
  Foul Breath .......................165 
  Founder’s Day ...................242 
  Four Providers .............85, 226 
  Fox ................................27, 62 
  Fox Rite .............................145 
  Fralar.................181, 184, 189 
  Freezing Wind.....................83 
  Frog .....................................60 
  Fronela ................................94 
  Frozen Man...............182, 185 
  Furring Day.......................146 
  Fury Jarl ............................164
  Fury Jarl Rites.............164 
  Fyrd ..37, 54, 61, 78, 113, 130,
  167, 174, 216, 220
  Gapadero ............................77 
  Garan................................137 
  Garanvuli Tribe.................137 
  Garza.................................109 
  Garzeen......111-112, 114, 116
  Garzeen’s Market .......110 
  Gash....................................18 
  Gash Gra Nak...................169 
  Gata ..................................201 
  Gates of Dusk......................74 
  Gates of the West ................74 
  Gavren ..............................188 
  Gbaji .............62, 97, 105, 239 
  Gbaji Empire.....................236 
  Gbaji Wars ........................104 
  Geo ....................................237 
  Ghost ...97, 101, 119, 195-197
  see also Lost Soul 
  Ghost talker ......................195 
  Giant..................160, 178-179
  Chaos Giant ...............198 
  Gifting Day .......................146 
  Gifts and Geases   .....5, 7, 92,
  95-96, 98 
  Ginijji ................................159 
  Ginna Jar ..............................6 
  Glacier........................234-235 
  Glamour..............................67 
  Glorantha (goddess) ...........31 
  Gloranthan Council ...........59 
  Gloranthan Court......32, 109,
  210 
  Goat ..........................118, 235 
  God Learners........62, 76, 110,
  210, 236, 241 
  God Plane .....73, 84, 132, 156 
  see also God World 
  God World.......26, 73-74, 136,
  140, 192, 219, 239 
  see also God Plane 
  Godi (god-talker) ...69, 89, 96,
  163, 191 
  Gods Age...................129, 181 
  see also Godtime 
  Gods War .....40, 45, 103, 123,
  153, 167, 181, 182, 194,
  200, 210, 214, 220, 226,
  235 
  Godtime .........84-85, 116, 189 
  see also Gods Age
  Golagolar ............................30 
  Golden Age..109, 127, 135, 213
  see also Stagnant Age,
  Umath’s Age 
  Golden City.......................232 
  Golden Ram........................86 
  Goldentongue .....91, 112, 115 
  see also Gultha, Issaries
  Good Gods and Goddesses .65
  Goodsword Clan ...............217 
  Gor (title)...................203, 221 
  see also Babeester Gor,
  Maran
  Goralfstead........................137
  Gorangi Vak......................238 
  Gore.....................................18 
  Gorp ....................................41 
  Graduation Day................127 
  Grain Goddesses .................54 
  Grand Hospital ...................37 
  Grand Imperial Palace of the
  Sun..............................213 
  Grand Library ...................124 
  Grandfather Life .........93, 108 
  Grape Woman ..................204 
  Gray Fox Clan ..................129 
  Gray Ones .........................134 
  ‘Gray Sages’ ......................134 
  Grazelanders.............100, 177 
  Great Bear ........139-140, 141,
  145, 147-149, 151 
  Great Compromise ....60, 182,
  192, 210 
  see also Cosmic Web, Great
  Net, Net of Knowledge,
  Net (Arachne Solara’s),
  Web of the World, Web
  (Arachne Solara’s)
  Great Darkness ......41, 56, 86,
  153, 156, 169, 214 
  see also Chaos Age, Dark-
  ness Age, Long Night
  Great Deities .....................191 
  see also Ernalda, Orlanth
  Great Forest.......................142 
  Great Healer .................34, 35 
  Great Herand ......................97 
  The Great Hunt.........146, 185 
  Great Journey....................168 
  Great Libraries ..........128, 131 
  Great Market.....................111 
  Great Mountain..................82 
  Great Net...........................210 
  see also Great Compromise
  Great Passage....................109 
  Great Rain Day...................78 
  Great Scrolls...............135-136 
  Great Snow Day................235 
  Great Study .......................124 
  The Great Twelve ..............168 
  Great Urox Day ................159 
  Great Winter ...............40, 141 
  Green Age....33, 37, 127, 194,
  196, 213, 219-221 
  Green Arbor ......................196 
  Green Grain Clan .................9 
  Green Mong Dragonet......193 
  Grenfalur the Eater.............40 
  Grizzly Peak ..............148, 169 
  Grower...............................198 
  Guguvar ..............................60 
  Gultha.......110, 112, 116, 119 
  see also Goldentongue
  Trading Tent ...............110 
  Gustbran....28, 103, 176, 216-
  217 
  Gustbran’s Forge ........217 
  Gustbran’s Smithy......217
  
  D D D D   
  I N D E X   
  D D D D
  249
  Gustin Hammer................236 
  Hall of Healing ...................33 
  Hall of the Dead ...............112 
  Hall of Understanding..........9 
  Halls of the Slain ..............110 
  Hancheros.........................167 
  The Hand ......................7, 161 
  Hantrafal ............................70 
  Harana Ilor .......................109 
  Harar Bridge .....................167 
  Hard corn..........................232 
  Hard Earth ........................214 
  Hare ..............................27, 62 
  Harmast..73-74, 236, 238-239
  Harmast’s Saga.................118 
  Harst .....16, 111-112, 116-117
  Harst’s Granary..........110 
  Harstarkus.....................97, 99 
  Harvest Day ......................229 
  Hauberk Jon......................242 
  Havan Vor....43, 87, 111, 119,
  192-193
  Hawk...........27, 75, 77, 80, 84 
  Hawthorn Bush...................73 
  Healing Daimon.................44 
  Healing Kit..........................27 
  Hearth Day .......................172 
  Hedkoranth ...27, 36, 178-180
  Divine Foes of...............30 
  Helamakt..........16, 78, 80, 82 
  Heler .16, 35, 48, 54, 75ff, 166
  Divine Companions.....27 
  Ereltharol Subcult.........82 
  Helamakt Subcult ..16, 82
  Heler Storm ..................77 
  the Life-giving Rain .....79 
  Longhouse....................77 
  Nevala Subcult.......16, 83 
  Tarena Subcult .............83 
  Uroth Subcult ...............85 
  Voriof Subcult...............85 
  the Warrior...................82 
  Yuhurol Subcult............86 
  Helera..................................85 
  Helerings..................75-76, 82 
  Hell ...........37, 82, 90, 93, 123 
  see also Underworld
  Hendreik Freeman ............236 
  Heort ...................71, 238, 240 
  the Founder........236, 240 
  the Swift......................169 
  Heort’s Hall .......................129 
  Heort’s Saga ......................118 
  Heortland.....51, 71, 128, 129,
  146, 159, 208 
  Heortlings ..5, 51, 65, 100, 137,
  139, 159, 166, 169, 183,
  185, 232, 236-237, 239-240
  Heortling Culture..63, 78,
  96 
  Heortling Men..............10 
  Heortling Religion  .....17,
  85, 143 
  Sacred Calendar...19, 111
  Tribes ..........................137 
  Herald Goodword..............119 
  Hero Age ...........................239 
  Hero Cults..17, 100, 119, 136,
  151, 165, 237 
  Hero Plane .....................73-74 
  Hero Wars ...................11, 175 
  Heroquest Draw ..................74 
  Hevduran ..........................134 
  Hevduran Dege Library....129
  Hevren...............................188 
  Hidden Gate......................238 
  High ..................................159 
  High Healer...................37, 39 
  Hiia Swordsman ...............100 
  Hill of Gold .........................74 
  Hill of Orlanth Victorious...74
  Himile ...............................235 
  Hisfault the Scapegoat........71 
  Hofhadalos the Nonwise ....62
  Hollri .................................234 
  see also Ice Demons 
  Holy Country.....128-129, 200 
  Hombobobom...................212 
  Homeward Ocean.............215 
  Honoring Day...................229 
  Hoods philosophy.............106 
  Hook and Line Day ..........227 
  Hope-and-laughter songs ..169
  Horn Blower...............106-107 
  Horn Day ..........................158 
  Horn Quest........................160 
  Horned Helmet ...........27, 155 
  Horns of Minotauros ........160 
  Horse .................................228 
  Horse Day .........................229 
  Hospitality...........................61
  Hospitality Greeting...140
  House of Death ...................89 
  House of Peace....................37 
  Household Goddesses .......217 
  Household Gods................222 
  “How Eurmal Lost His
  Penis”..........................118 
  Howling Void ....................199 
  Hrelar Amali.......................74 
  Hrimthur...........................234
  Hsunchen..142, 181, 184-185,
  189, 221 
  Hu the Sword .........98-99, 101 
  Hu, the Nine Silences..109, 112
  “Hueymakt”......................102 
  Humakt ...5, 7, 31, 34, 43, 63,
  70, 87ff, 125, 153, 192,
  194, 196-197 
  among the Grazers ....100
  Ana Gor Subcult...........16 
  the Champion............108 
  Code of.....91, 94, 95, 105 
  Disciple of.....................12 
  Divine Companions..26-27
  Efrodar Subcult...........100 
  Gifts and Geases...........98 
  Hiia Subcult................100 
  Hu Subcult............95, 101 
  Indrodar Subcult ........101 
  Inginew Subcult .........103 
  Kargan Subcult...........103 
  Li Phanquann Subcult.....
  103 
  Makla Mann Subcult..104
  Rigsdal Subcult.....16, 104 
  the Sword....................101 
  Yan Starcere Subcult ..104
  The Humakt Duel...............91 
  “Humakt’s Eye”.................104 
  Humakti...70, 91, 93, 95, 106,
  197 
  The Hundred Trials.............42 
  Hundred-thane .........105, 106 
  Hungry Earth ....................221 
  Hunter (constellation) ......142 
  Hunting Quests.........143, 150 
  Hurt-Everything-Clan ...........8 
  Husband Day......................49 
  Hyalorings...........................53 
  Hyena..................................62 
  Hyraos.......................211, 213 
  Hyriam the Scribe...............74 
  I Fought We Won......236, 240 
  Ice ....................................159 
  Ice Demons .......................205 
  see also Hollri 
  Ice Ram .............................168 
  Ice Tomb............................240 
  Iliabervor ..........................137 
  Iliastead ............................137 
  Illuriad .......................226-227 
  Illusion Rune.......................66 
  Immortal World..................73 
  Imperial Age......97, 103, 110-
  111, 119, 135, 237, 241
  see also Dragon Era
  Impossible Path ....................7 
  see also Lightbringers’ Path
  Indeg .................................145 
  Indrodar Greydog .............101
  Indrodar’s Necklace ...101
  Infithtelli Tribe..................137 
  Inginew Redsmith..28, 99, 103
  Initiation Day ...........236, 239
  
  A
  e
  A
  e
  S T O R M  T R I B E
  e
  A e
  A
  250
  Initiation, Second ...............73 
  Inner World.........26, 156, 175 
  Inora..................................219
  Inora cold...................235 
  Inspiration..111, 123-124, 126
  Internal Fire .........................55 
  Invisible Mountain .............48 
  Invisible Sword..................103 
  Irnar ..................................137 
  Iron ....28, 103, 129, 153, 203,
  216, 241 
  “Iron Books” .....................129 
  Iron Man.............................18 
  Iron Vrok...........................236 
  see also Palangio
  Ironwood.............................74 
  Irrippi Ontor .....................125 
  Issaries......6, 7, 31, 60, 109 ff,
  196-197 
  see also Talking God 
  the Conciliator ...........121 
  Divine Companions.....27 
  Garzeen Subcult.112, 114
  Goldentongue.................7 
  the Guide........6, 119, 197 
  Gultha Subcult...112-113,
  116 
  Harst Subcult16, 112, 117
  Herald Goodword Hero
  Cult ......................119 
  Issaries the Guide
  Subcult.................119 
  Ithas ....................................82
  Ithas clouds ................235 
  Ivarne................................240 
  Jackrabbit............................62 
  Jagrekriand ...................18, 75
  Secret Purse...................60 
  Jajamokki..........................238 
  Jarani ..................................18 
  Jarankol the Solarslayer ...236
  Javelin .................................27 
  Jealous Uncle ......................14 
  Jelenkev School .................129 
  Jevdur................................129 
  Jiril .............................167-168 
  Jolsedar .............................138 
  Jolsedaring ........................138 
  Jononrol the Fearsome..97, 99
  Jonstown ......10, 37, 131, 137,
  173, 242 
  Jonstown Compendium.....10,
  73, 89, 118, 129, 137,
  177, 200, 236, 238, 241
  Jonstown Temple...............128 
  The Journey to the Gates of
  Dusk .............................74 
  Judgement Room ..............232 
  Juror ......................63, 64, 135 
  Justice....................88, 90, 207 
  Justice Spear........................46 
  Kalikos...............................235 
  Kallai.................................116 
  Kankstank Neversleep ......179
  Kara.....................................10 
  Karfonstead.......................137 
  Kargan the Warrior..98-99, 103
  Kargan Tor ..........................87 
  Karni ..................205, 222-223 
  Karrg ...........................73, 188 
  Kartolin .............................238 
  Karulinoran ..................63, 73 
  see also Orlanth’s Hall
  Keepers of the Six Stories..122
  Kero Fin.....................181, 218
  Mountain Mother .....181,
  219 
  Kero Fin Mountain .....18, 46,
  51, 186, 189, 218, 221
  Kerofinela ..77, 137, 219, 221,
  242 
  see also Dragon Pass
  Kethaela.......37, 77, 100, 186,
  221, 226-227, 232
  Keyeval................................75 
  Kheldon Tribe....................172 
  Killer Boy the Destroyer..71-72
  King Andrin ......................236 
  King Baltalbos...................193 
  King Bee ............................223 
  King Day ...........................219 
  King of Dragon Pass .........219 
  Kinstrife.........47, 89, 168, 205 
  Know-It-All God.........121-122 
  Knowing God ........................8
  Beard, Lock of ................9 
  Knowledge Day.................127 
  Knowledge Temples ..........129 
  Kolat............................36, 208 
  Kolating shaman......149, 150 
  Konagog and Vonagog.....124 
  Kongarl .............................167 
  Korang the Slayer......214-215 
  Korol..................................137 
  Korolstead .........................137 
  Koroltes Tribe ....................137 
  Kudran ..............................151 
  Kurza.................................109 
  see also Mother Language
  Kurzana.............................119 
  Kyger Litor.........................213 
  see also Darkness Mother
  Lady of the Wild......139, 146,
  188 
  see also Velhara 
  The Lady’s Day .................146 
  Land of the Dead.....6, 31, 57,
  154, 182, 185, 206, 238
  Lansio..................................51 
  Laraval Library.................129 
  Larnste ....................109, †236 
  Larnste’s Print ...................159 
  Larnsti brotherhood..........236 
  Last Cast............................173 
  Last Royal Betrayal...........118 
  Last Wall .............................51 
  Lastralgortelli Tribe...........137 
  Laughing Warrior.............238
  Law....................................154 
  Law Day............................127 
  Laws of Creation...............154 
  Lawthane..........125, 127, 134 
  Lazy Cat Day ....................184 
  Leader of Battles ...............100 
  see also Efrodar
  Blackhands 
  Lhankor Mhy.....1, 6, 60, 111,
  119, 123ff 
  see also Eternal Source of
  Knowledge, Know-it-All
  God, Knowing God, Stone
  Lawspeaker 
  Chernan Subcult ........133 
  Dilfar Hero Cult .........136 
  Divine Companions.....27 
  Gray Ones Subcult .....134 
  Graybeard ..................123 
  Hevduran Subcult ......134 
  Irnar Hero Cult...........137 
  Lhankor Knowing Subcult..
  127, 132, 134
  Orlanth’s Lawthane ...125
  Pavis Temple .....125, 131,
  136 
  the Sage......................125 
  Sages of.........................10 
  the Seeker ...................125 
  Torvald Subcult ..........135 
  Li Phanquann.............99, 103 
  Library of Originals ..........131 
  Life Force.............................31 
  Lifebringers..see Lightbringers
  Light..............45, 58, 123, 159 
  Light of Death.....................93 
  Light of Knowledge....127-128
  Lightbringer Day ................50 
  Lightbringers ..6, 31-33, 36, 60,
  93, 109-110, 112, 124-125
  Missionaries................169 
  Lightbringers’ Path ......73, 74,
  238 
  see also Impossible Path
  Lightbringers’ Quest .....13-14,
  32, 37, 44-46, 52, 65, 71,
  74, 86, 88, 93, 112, 118,
  128, 135, 138, 181-182,
  197, 236, 239
  Lightbringers’ Return...36, 50,
  76 
  see also Return Day
  Lightbringers’ Summons ......7 
  Lightface .............................60 
  Lightning Spears...............217 
  Lion ...................................229 
  Liorn the Young ................137 
  Liornvuli Tribe ..................137 
  Lismelder Tribe..................101 
  Lismelder, Queen ..............101 
  Literacy ...............28, 126, 133 
  Litter Day ..................185, 190 
  ‘Litter Sites’........................186 
  “Little Death”......................94
  
  D D D D   
  I N D E X   
  D D D D
  251
  Living Gods.......................185 
  Living Year ........................196 
  Lokamayadon...................193 
  Lokarnos ...........................111 
  Long Night....................45, 47 
  see also Chaos Age, Dark-
  ness, Great Darkness 
  The Long Night...................50 
  Long-Noses.................121-122 
  Loom House ......................167 
  Lord Aranvark’s Cabin .......74 
  Lord of the North................18 
  "Lord of the Rains"..............80 
  Lost Soul....................119, 195 
  see also Ghost 
  Lover’s Day .......................185 
  Low....................................159 
  Lower Gates.........................60 
  Loyal Daughter ........166-168,
  170, 176
  Luathela..............................74 
  Luck Spots ...........................65 
  Lunar Empire......30, 129, 241 
  Lunars .......15, 100, 111, 118,
  134, 172-173, 205, 242
  Lunar Pantheon...........34 
  Lunar Religion ...........125 
  Lysos River ........................232 
  Mabar................................152 
  Machine Destroyer............236 
  Mad-Blood War.................101 
  Madadan ..........................167 
  Magasta ......................75, 209 
  Magasta’s Pool..................215 
  Mahome ...168, 188, 205, 217
  Mahomravand..................172 
  Maker................................198 
  Maker of Bad Growth .........57 
  The Making War...............198 
  Making, power of................31 
  Makla Mann...............98, 104 
  Malamse .............................42 
  Malia.................30, 34, 42, 93
  Spirits of........................30 
  Maniria..........80-81, 104, 141 
  Manthi Stones.....................18 
  Maran  ......16, 158, 172, 191-
  192, 194, 196, 200, 220-
  221, 233 
  Ana Gor Subcult...........16 
  Erantha Gor................168 
  the Great ....................232 
  Maran Devor..............168 
  Maran Gor ..200, 220-221
  Shifting Palace ...........221 
  Marching Teeth.................169 
  Marking Quill ...................135 
  Marks On Bark Clan ............8 
  Marriage, “Alynx Form” ..183
  Marrying the Earth...........158 
  Mazta’s Invisible Sword ....103
  Mead Day .........................223 
  Mermen.............................227 
  Merngala...........................243
  Middle Air .........................156 
  Middle Heavens ..................75 
  Mind Healing Day..............35 
  Minlister.......16, 180, 222-223
  Minlister’s Brewery.....223 
  Minotauros........................160 
  Minotaurs..........................160 
  Misapplied Worship..136, 150,
  163 
  Mistress of the Light of
  Knowledge..................123 
  see also Elasa 
  Molamin ...................211, 213 
  Molanni ............................208 
  Monro..................................47 
  Mortal World.....................197 
  Mostal .........................18, 123 
  Mostali .......................240-241 
  see also Stone People,
  Stone Tribe 
  Mother Language .............119 
  see also Kurza 
  Mount Kerofin .....see Kero Fin
  Mountain 
  Mountain Glider .................18 
  Mountain of Law.......123-125 
  see also Spike 
  Mountain Wind ................219 
  Mouse-eye ...........................67 
  Mousehole...........................74 
  Mralot ...............................189 
  Mule ............................27, 114 
  Murni ................................188 
  Music of the Spheres.........213 
  Mystery Spots......................65 
  “‘Nalda’s Blessing” ...........118 
  Naldara Three Crops ........177 
  “Name God” .....................211 
  Nandan..............171, 224-225 
  Naraza ..............................109 
  Natelna .............................226 
  Natyrsa................................41 
  Nehaling.................33, 42, 44 
  Nennorion Tower ................74 
  Net of Knowledge..............128 
  see also Great Compromise
  Net, Arachne Solara's .......182 
  see also Great Compromise
  Nevala ...............16, 79, 83-84 
  New Men...........................236 
  Night of Lost Souls.....196-197 
  Night Tribe............................9 
  see also Darkness Tribe
  Night Warriors ......................9 
  Night Wolf...........................73 
  Nine Lives .........................190 
  “The Nine Silences” ..........109 
  No Men Plains ....................60 
  No Wound Day.................157 
  Nochet City .......................232 
  Nontraya...........................233 
  Norayeep...............................7 
  North...................18, 165, 235 
  North Winds .............153, 234
  Not Being ............................36 
  Nothing...............................58 
  Oakfed.................................60 
  Odayla........27, 56, 139ff, 169
  Divine Companions.....27 
  Kudran Hero Cult.......151 
  Mabar Hero Cult........152 
  Ranoo Hero Cult ........152 
  Odayla’s Camp .................142 
  Odayla’s Rock ...................148 
  Ohorlanth .........................175 
  Old Death ................87-89, 92 
  Old Gods ....................198-200 
  Old Sea..............................167 
  Old Wind Temple........15, 173 
  One......................................18 
  One Day..............................96 
  One Evil.............................157 
  Open Door ........................236 
  Oracle..................................57 
  Orandaro ..........................181 
  Orenoar.............................123 
  Orgorvale..........................137 
  Orgorvaltes Tribe ..............137 
  Orlanth...5, 6, 8-9, 18, 31, 59-
  61, 64-65, 67, 70, 73-76,
  78-79, 82, 85-89, 93, 96,
  108-109, 119, 123-124,
  128, 135, 139-140, 143,
  158, 167-168, 171-173,
  175, 177-178, 181-183,
  185, 187, 189, 192, 194,
  198, 200, 202, 204-209,
  216-217, 219, 222, 228,
  230, 234-237
  Adventurous ....13-14, 16-
  17, 186, 238
  Allfather....16-17, 36, 117
  Breath-giver................237 
  Dar Subcult ................175 
  Daylanus Subcult.......174 
  Destor Subcult ............174 
  Divine Companions.....27 
  Drogarsi Subcult ..16, 211
  Great Orlanth..13, 87, 170
  Harst Subcult................16 
  Helamakt Subcult ..16, 174
  the Hunter..................139 
  Initiation ....................173 
  King of the Storm Tribe..9
  the Liberator.................45 
  Marriage to Ernalda.......8 
  Minlister Subcult..16, 222
  Lightbringer ...................6 
  Orlanthcarl Subcult ...175
  Resurrection of .............36 
  Rex .....................236, 238 
  Rigsdal Subcult.............16 
  Thunderous .15-16, 81, 234
  Valind Subcult............234 
  Victorious......................74 
  Voriof Subcult...............85 
  Wedding of ...................73 
  Worship of....................17
  
  A
  e
  A
  e
  S T O R M  T R I B E
  e
  A e
  A
  252
  Orlanth Victorious, Hill of..74
  Orlanth’s Hall......63, 73, 170,
  192, 223 
  see also Karulinoran
  Orlanth’s Ring...................142 
  Orlanth’s  Secret Perception ...
  183 
  Orlanth’s “Shadow Eye” .....70 
  Orlanth’s Stead..110, 124, 170,
  183, 205, 216-217, 229
  Orlanthi All ..........................5 
  Orlanthi Way....................171 
  Orlkarlman.......................116 
  Ormalaya ..139-140, 143-146,
  180 
  Ornore Korolsdottir...........137 
  Oronio.................................42 
  Orstan the Carpenter........226 
  Orvanshagor.....................236 
  Oskippos ....................226-227 
  Other Side ...................92, 197 
  Otherworld ........92, 141, 151,
  210, 215, 241 
  Ovodaka ...........................202 
  Owenreth the Exile ...........236 
  Owl......................................27 
  Pain.....................................37 
  Palace of the Sky.................73 
  Palangio.................73-74, 236 
  Pamaltela............................94 
  Papou Dance ....................179 
  Path of the Dead...............197 
  Pavis (city) ...7, 128, 131, 134,
  172, 173 
  Peace Clan ........................220 
  Peace Day ...........................92 
  Pelaskos......................226-227
  Pelaskos’ Dock............227 
  Peloria.......125, 141, 148, 188 
  Penene...............................137 
  Penentelada ......................137 
  Pennenteli Tribe................137 
  Personal Magic Penalties....98
  Pharaoh ....................128, 236 
  Phoenix...............................73 
  Pig, Wild............................150 
  Pit of Conflict................87, 95 
  Pits of entropy...................155 
  Plant People, Tribe........8, 204 
  see also Aldryami, Elves
  The Pleasant One .............202 
  see also Babeester Gor
  Plow Blessing Day ....205, 243
  Poison Healing Day............36 
  Pol Joni Tribe.....................165 
  Pole Star ....................214, 230
  Pole Star Gate...............54 
  Portal of Power..................136 
  Pot ......................................27 
  Poverri........................226-227 
  “Praise of Carl”.................206 
  Pranjala ..............................42
  Pranjala’s Sickbed ........42
  Prax ....94, 128, 154, 158-159,
  164 
  Praxian Tradition .......34, 163 
  see also Storm Bull Practice
  Praxians............................153 
  Predark........89, 161, 198, 240 
  see also Chaos 
  Pregnant Darkness .............18 
  Prescribed Roles .64-66, 69, 72
  Deadeye........................70 
  Downboy ......................70 
  Hisfault.........................71 
  Killer Boy......................71 
  Presentation Day ..............238 
  Prisoner God .......................18 
  Promise Rite ........................71 
  Prophecy Day .....50, 126, 128 
  Protectors.............................40 
  Provost of Apprentices.....130,
  132
  Psychopomp......................111 
  Purple Shores ......................74 
  Quakebeasts......................220 
  Queen Merngala...............243 
  Quicksilver ........................129 
  Quill Pen .............................27 
  Quivin ...............................219 
  Quivin Mountains ............173 
  Rabbit................................150 
  Rabbitear.............................67 
  Ragnaglar .........................153 
  Ragorn.................................18 
  Rain Lord ............................80 
  Rain Sheep ..........................77 
  Ralforisus ..........................210 
  Ralios  .......51, 125, 141, 169,
  186, 237 
  Ram ...........75-76, 80, 84, 179 
  Ram Day.............................79 
  Ram Horn ...........................27 
  Ranoo................................152 
  Rastagar............................118 
  Ratslaff ................................59 
  Rausa’s Palace.....................74 
  Raven................27, 62, 67, 88 
  Raw Greed.........................120 
  Realm of Chaos ................156 
  Red Vows ...........................176 
  Red Woman..16, 166, 176-177
  Red-Headed Lodge....118, 170
  Redalda...........16, 49, 54, 228
  Redalda’s Stable .........229 
  Redaylde .....................53, 137 
  Reflarting ............................55 
  Relife Sickness .....................43 
  Rending Song......................56 
  Renvald Meldekbane........241 
  The Resheathing .................96 
  see also The Severing 
  Rest Day ............................196 
  Resurrection ........................44
  Divine Aid and.............43 
  Humakti .......................89 
  in Glorantha ................43
  Resurrection Day ................36 
  Return Day................185, 197 
  see also Lightbringers’
  Return 
  Riddling End .....................124 
  Rigsdal ....16, 54, 99, 104, 230
  Ring.....................................27 
  Ring of Iron.......................129 
  Ringed Bear ...............141-142 
  Rite of Mold and Mold .......69 
  Rite of the Sacred Brand.....50 
  Ritual Enemies ....................30 
  The River....................214-215 
  River of Corpses ..................73 
  River of Swords....................60 
  River Styx ..........................215 
  Rockwood Mountains .........37 
  Rozgali Sea........................226 
  Rug ......................................27 
  Runes.........................126, 142 
  see also Change Rune,
  Disorder Rune, Earth
  Rune, Illusion Rune,
  Truth Rune 
  Rustling Veins .......................8 
  Rutting Day.......................158 
  Sacred King .......................193 
  Sacred Time  .......25, 50, 118,
  128, 159 
  Sacrifice.............................111
  Human..........91, 192-193 
  Sacrifice Day .......................79 
  Saga of House Vinga ........118 
  Sage Day ...........................127 
  Sakkar ...............................229 
  Salinarg.............................118 
  Sambari Tribe....................129 
  Sartar..118, 128, 137, 237, 242
  Flame of......................242 
  the Founder........236, 242 
  Sartar’s Road.....................118 
  Sartar, Kingdom of .....10, 15,
  37, 47, 71, 94-95, 101-102,
  115, 128, 134, 151, 159,
  173, 175, 213-214, 237, 242
  Nine Greatest Heroes .236
  Sazdorf Clan .......................95 
  Screaming Isle...................203 
  Scroll....................................27 
  Sea demon ........................226 
  Sea Gods Pantheon...........209 
  Sea of Blood ......................203 
  Sea Realm .................208, 235 
  Sea Season ..................20, 215 
  Sea Tribe..............................92 
  see also Blue Tribe, Water
  Tribe 
  Searing Bolt.........................83 
  Second Initiation ................73 
  Second Son................236, 240 
  Secret.......................11, 17, 19 
  The Secret Cult....................72 
  Secret Healing Day .............36 
  Secret Light..........................50
  
  D D D D   
  I N D E X   
  D D D D
  253
  Secret Purse, Jagrekriand's..60
  Secret Way Day..........111-112 
  Sedenor..............................137 
  Sedenorshill.......................137 
  Sedenorvuli Tribe ..............137 
  Seekers...............................129 
  Sense Assassin ability .........98 
  Sense Chaos ability ...162-164
  Sense Enemies ability .........99 
  Sense Undead ability ..........99 
  Serias.................................137 
  Serpentbeast Brotherhood ......
  181-182, 184, 189, 190
  Seven Fishes of Evin............59 
  The Severing ..................95-96 
  see also The Resheathing
  Sevsalsal........................30, 36 
  Sh’hakarzeel......................123 
  Shadow cat........................218 
  see also Alynx 
  Shaker Temple  .......191, 193,
  220, 221 
  Shargash .............................30
  Worshippers of .............30 
  Sharp Green..........................8 
  Shearing Day ......................79 
  Sheep...........................27, 150 
  Shell Horse ........................198 
  Shield...................................27 
  Shield of Nennorian Tower ..74
  Shieldwall .................167, 174 
  Shining Clouds Day............79 
  Shining Hall, Elmal's ..........48 
  Shiver Bone clans .............168 
  Shop ....................................27 
  Shouter......................205, 230 
  Shouting for Trickster rite ...69
  Shouting Rock Clan..........177 
  Shroud Day.......................196 
  Shrouded Good Elder
  Goddess ......................232 
  Shutting the Door Day .....221 
  Silence ...............................109 
  Silence of the Grave..........196 
  Silver....................................48 
  Silver Age..........137, 219, 243 
  Silver Kings .......................243 
  Sinjota .................................60 
  Sisters of Mercy........34, 42-43 
  Sit Here................................71 
  Sivilis .................................167 
  Skanthiland ......................147 
  Skovara..............210-211, 213 
  Skovari ........................16, 213 
  The Sky .....18, 48, 56, 75, 214 
  Sky (god) ...........................109 
  Sky Bear ............................142 
  see also Orlanth’s Ring
  Sky Bull .....................160, 238 
  see also Zarur 
  Sky Falls ............................215 
  Sky Giant’s Castle .............238 
  Sky Realm .........................142 
  Sky Terror ............................18
  Sky Tribe..............................78 
  see also Bright Tribe, Fire
  Tribe
  Sky World....................89, 214 
  Sky, Palace of ......................73 
  Skyfall Lake.......................214 
  Skyfall Storm.....................215 
  Slaves ..........................45, 214 
  see also Thrall
  Slontos.................................62 
  Smithing Day......................92 
  Sog’s Ruins ............................7 
  Solar Realm.......................235 
  Sorana Tor.........................193 
  see also Ana Gor
  Sorcery...............................135 
  Sorcery Plane ....................135 
  Soul Devourer .....................35 
  Soul Healing Day................35 
  Soul Waste...........................35 
  Sow......................................27 
  “Spare Grain” ...................117 
  see also Harst 
  Spear ...................................27 
  Specter of Drought..............78 
  Spider ............................27, 62 
  Spike..............18, 37, 125, 135 
  see also Cosmic Mountain,
  Mountain of Law, Un-
  breakable Mountain
  Spiral Mountain ...............155 
  Spirit Plane........................156 
  Spirit World.......................182 
  Spring Morn......................144 
  Sramake ..............................75 
  Ssorssharn .........................215 
  see also The Creek 
  Staff .....................................27 
  Stag Day............................145 
  Stagnant Age..33, 45, 110, 124,
  194, 196, 217, 219, 221
  see also Golden Age
  Stallion................................27 
  Standard Bearer........106, 107 
  Star Captains ....................214 
  Star Dancers......................213 
  Star Watch ..............49, 51, 54 
  Starbrow’s Rebellion .........173 
  Starkval......................178-179 
  Stick and Rope Day ..........238 
  Stickpicker...................65, 118 
  Still Day ............................208 
  Stone Forest.......................169 
  Stone Lawspeaker .............207 
  Stone People......................204 
  see also Mostali, Stone
  Tribe 
  “Stone Scratching”............126 
  Stone Tribe ............................8 
  see also Mostali, Stone
  People 
  Storm Age .........................212 
  see also Storm Tribe Age,
  Vingkotling Age
  Storm Bull..121, 122, 156, 158
  Storm Bull Practice ...163, 164
  see also Praxian Tradition
  Storm Eagle Tree ...............142 
  Storm Father .....................172 
  Storm Hills ................154, 160 
  see also Stormwalk
  Mountains 
  Storm Khan.......................164 
  Storm Lord ............15, 70, 118 
  Storm Pantheon...34, 78, 110,
  189, 208 
  Storm Ram ..........................77 
  Storm Realm....33, 48, 53, 56,
  77, 89, 110, 124, 136,
  142, 155, 170, 183, 205,
  208, 215, 217, 219, 235
  Storm Ring ............................9 
  Storm Season ......24, 175, 215 
  Storm Tribe ...8, 13, 45-46, 48,
  54-56, 58, 64-65, 77, 87,
  90, 92, 108-109, 111, 119,
  127, 134, 148, 182, 216-
  217, 219, 226-227, 230,
  234 
  Storm Tribe Age ..6, 33, 48, 54,
  77, 87, 89, 110, 124, 142,
  153, 155, 166, 183, 194,
  196, 205, 208, 212, 215,
  217, 219, 221, 227, 229,
  235 
  see also Storm Age 
  Storm Village ......................33 
  Stormwalk Mountain..160, 238
  Stormwalk Mountains ........51 
  see also Storm Hills
  Stravul...............................137 
  Stravuli Tribe.....................137 
  The Stream........................214 
  Strong................................159 
  Strong-arm Contest.............59 
  The Sun..........6, 45, 47-48, 53 
  see also Elmal, Yelm 
  Sun Thane...........................54 
  Sundering Family Ties ........63 
  Sunfish ................................60 
  Survival Day .......................50 
  Sweet Green Woman ..........14 
  Swen Leapfoot...................242 
  Swenstown ........137, 173, 242 
  Sword Dance .....................179 
  Sword Day.................172, 241 
  Sword Hall...........................89 
  Sword of Death ...92, 104, 108
  Sword Sages ..............129, 134 
  “The Sword Story”...............93 
  Swordbreaker Curse....98, 105
  Sylila ..........141, 143-144, 147 
  Tal Graysmith ...................217 
  Talastar .....................169, 212 
  Talismans...................135-136 
  Talking God ..................9, 109 
  Tally ability.......................113 
  Talokans....................202, 233
  
  A
  e
  A
  e
  S T O R M  T R I B E
  e
  A e
  A
  254
  Talor ..................................238 
  Tarena..........76, 79, 81, 83-84 
  Tarenings.............................83 
  Tarheler ...............................76 
  Tarhelera...............76, 83, 189 
  Tarkalor...............................47 
  Tarsh ..........104, 126, 128-129 
  Teghern ...............................45 
  Tekakos..............................232 
  Teller of Lies.............48, 57-58 
  Telmor .......................189, 190 
  Telmori ......................145, 184 
  Temple of Knowledge........131 
  Ten-thane..................105, 106 
  Tenostere ...........................118 
  Thanatar...........................125 
  Thane Day ..........................50 
  Third....................................18 
  Thought Day.............127, 130 
  “The Thousand Humakti”..105
  Thrall ........................108, 162 
  see also Slaves 
  Three Aquatic Defeats ........75 
  Three Great Storm Tribes....76
  Three Otherworlds ..............66 
  Three-height Mountain ......77 
  Thrinbarri ...........................75 
  Thrinbarri Clouds, Battle of ...
  73 
  Thrinbarri Roofs, Battle of..167
  Thrush...............................150 
  Thrush Walk .....................179 
  Thunder Barracks .............178 
  Thunder Brothers.....4, 48, 75,
  78, 139, 143, 167-168, 170,
  171-172, 174-175, 178-179,
  234 
  Thunder Town...................169 
  The Thunderer ..................182 
  Thunderstone......................27 
  Tien ...................................125 
  Time ..................128, 134, 210 
  Time of the Dead ..............196 
  To Marry or Not to Marry?..106
  Together Day.......................50 
  Tol ....................................189 
  the Cloud Cat.............190 
  Tolings...........................76, 83 
  Torc......................................27 
  Torch Gift ..............45, 54, 168 
  Tortoise................................27 
  Torvald the Alchemist..135-136
  Torvald’s Alchemical Record ..
  136 
  Trade Feats secret........91, 116 
  Trade Ring.........................112 
  Traders’ Hall and Tent......110 
  Tradetalk....................113-114 
  Transformation.................236 
  Traveling Clan ......................9 
  “The Travels of Biturian
  Varosh”...........................7 
  Treasure Day.....................196 
  Trembling Shore ...........75, 92
  The Triad.............................18 
  Tribute Day .......................235 
  The Trickster ..59, 63-64, 68-70
  Bonded .........................69 
  Holy Objects .................62 
  Shrines....................62, 68 
  Trickster Magic.......66, 71 
  Trickster Bond...60, 64, 66-69,
  71 
  Tricksters .....61, 63-66, 68, 70,
  72, 89, 184 
  As Heroes......................64 
  Bonded .........................68 
  “The Triumph of
  Tarkalor” ....................118 
  Trolls......................33, 74, 213 
  see also Dark Folk, Uz
  True Golden Horde............105 
  True Honor Day ..................93 
  Truestone...............7, 124, 160 
  see also Adamant 
  Truth Day....................49, 127 
  Truth Rune ........................131 
  Turnip God..........................45 
  Turtle.............................60, 74 
  “Twenty-eight Days”.........111 
  Twin Fishers ......................226 
  see also Pelaskos, Poverri
  Twisted Flint Spire.............170 
  Two Mong Dragon............193 
  Ty Kora Tek..16, 19, 192, 194-
  197, 200, 232-233 
  Ana Gor Subcult...........16 
  Tylenea..............................210 
  Ui
  ................................76, 82 
  Ulaninstead.......................137 
  Umath.......5, 18, 87, 198-200,
  208 
  the Champion............198 
  the Grandfather ...........18 
  Umath’s Age ......33, 110, 124,
  151, 153-155, 158, 183,
  196, 208, 217, 219, 221
  see also Golden Age
  Umathsons............................5 
  Umbroli.............163, 190, 234 
  Unbreakable Mountain......59 
  see also Spike 
  Undead ......7, 90, 95, 97, 101-
  103, 106 
  see also Unlife 
  Undead Cleaving Swords..217
  Underworld...6, 36, 43, 47-48,
  50, 60, 70, 74, 88-89, 92,
  93, 96, 103, 110-112, 119,
  125, 138, 153, 185, 194,
  196-197, 202, 204, 215,
  221, 233, 236 
  Doorway to...................88 
  Underworld Ferryman ......110 
  “Unfailing Bondsman”.....104 
  see also Makla Mann
  Unity Battle.......................240 
  Unity Council....................240
  Universal Merchant ..........111 
  Unknowable........................18 
  Unlife ....................90, 93, 103 
  see also Undead 
  Upland Marsh  .......101, 116,
  214- 215 
  Ura ....................................202 
  see also Babeester Gor
  Urain .............................30, 82 
  Uralda ...................................9 
  Uraldastead.......................137 
  Urangu ................................76 
  Urgarndar ...........................36 
  Uroth...........79, 80, 81, 83, 85 
  see also Uruthu 
  Urotha .................................83 
  Urothings ............................83 
  Urothtrorol.....................83-84 
  Urox ..18, 34, 56, 63, 121, 125,
  153ff, 182
  Binstarnif Awe Hero
  Cult ......................165 
  Desert Wind........154, 155 
  Divine Companions.....27 
  Foul Breath.................165 
  Summer Camps..........155 
  Transcendent Bull ......156 
  Winter Camp..............155 
  Uroxi ...........41, 184, 235, 238 
  Uruthu.................................76 
  see also Uroth
  Urvairinus ...........................30
  Worshippers of .............30 
  Uz   ......33, 46, 48, 50, 52, 90,
  95, 100, 111, 119, 153,
  169, 171, 174, 188, 212,
  230, 235, 240 
  see also Dark Folk, Trolls
  Uz-Cleaver.........................103 
  Vadrudi ......167-168, 205-206,
  221, 234-235
  Vadrus.....8, 76, 153, 205-207,
  234 
  Vadrus’ Hall................206 
  Vale of Death ......................89 
  Valind  .......18, 168-169, 175,
  207, 234-235 
  Valind Storm ..............234 
  Valinding ..................171, 234 
  Valley of the Corpse..........203 
  Vanda..................................10 
  Vanganth.............83, 179-180 
  Varanorlanth ....................139 
  Varantol the Mangler .......236 
  Vargast Redhand ..............236 
  Velhara .....139-140, 146, 188,
  219 
  see also Lady of the Wild
  Velun .................................167 
  Vendref...............................100 
  Venebain .............................30 
  Veng birds .........................188 
  Vengeance (blade) ............176 
  Verge, Battle of the ...........236
  
  D D D D   
  I N D E X   
  D D D D
  255
  Vestantes Tribe..........118, 137 
  Vestene ..............................137 
  Vestkarthen..59, 60, 153, 158,
  216 
  Victorious Sun Day .............49 
  Vinga.....5, 16, 82, 166ff, 185,
  206, 224-225 
  Defender Storm Subcult ...
  175 
  Divine Companions.....27 
  Red Vinga...................166 
  Red Woman Subcult ...16,
  173, 175-176
  Vinga the Avenger
  Subcult.................176 
  Vinga the Spearwoman
  Subcult.........174, 177 
  Vingan Defeats...........167 
  Vinga Poles .......................172 
  Vingans.......54, 118, 170, 172
  Appearance................173 
  Common Reactions to..171
  Defeats ...........................167 
  and Lunars.................172 
  Vingkot ...10, 53, 82, 167, 168
  Vingkot’s Summer Wife ....137
  Vingkot’s Winter Wife.......137 
  Vingkotling Age.....33, 48, 53,
  76-77, 89, 110, 124, 133-
  134, 142, 155, 158, 168-
  170, 183, 192, 205, 208,
  212, 215, 217, 219, 221,
  227, 229, 235 
  see also Flood Era, Storm
  Age
  Vingkotlings.....47, 53, 57, 76,
  137, 140, 206, 230, 240
  Hearths.......................168 
  Viridian Spear...................241 
  Vithela.................................67 
  Vivamort .....................90, 103 
  Vogarth the Strong Man...243
  The Void ..............................41 
  Volsaxiland .......................128 
  Vonagog and Konagog.....124 
  Voria ...6, 17, 76, 85, 188, 200
  Voriof ........56, 79, 82, 85, 169 
  Vrok.....................................73 
  Wakboth ...153-155, 159, 162,
  169, 230 
  Wake Floor ..........................94 
  Walktapus...........................14 
  Wandering Sun ...................14 
  Wapentake ............50, 162-163 
  War of the Gods..................31 
  War Women..167-168, 171-173
  Warmth Stealer...................55 
  The Wastes ........................103 
  Watchpost of the Southern
  Star ...............................10 
  Water Tribe ......13, 46, 75, 78,
  214, 227 
  see also Blue Tribe, Sea
  Tribe
  Wavekiller Day ...................92 
  Weak .................................159 
  Weaver Women ............4, 225 
  Web of the World..............210 
  see also Great Compromise
  Web, Arachne Solara's..60, 154
  see also Great Compromise
  Wedding of Orlanth and
  Ernalda.........................73 
  Wergild........................96, 207 
  Western Shore .....................74 
  What are Clouds? ...............84 
  What are Ghosts? .............197 
  “What Eurmal Did Next”..118
  What is Illusion?.................67 
  Where Karrg was Defeated..73
  Whistling Caves........181, 189
  Heroquest ...................189 
  White Lady..........................31 
  White Women.....................39 
  Wild Healer of the
  Rockwood Mountains ..37
  Wild Sages.................129, 133 
  Wild Winds .......153, 158, 163 
  Wild Wind Day.................158 
  Wild Winter Winds .............73 
  Wild World........................140 
  Wild’s Feast .......................145 
  Willow Tree .........................75 
  Wilmskirk..................137, 242 
  Wind ...........................27, 179 
  Wind Lord..........11, 13-15, 73 
  Wind Sword.......................103 
  Winter King.................18, 234 
  Winter Palace....................235 
  Winter Solstice ..................230 
  Wisdom Day .....................128 
  Wolf...............27, 88, 145, 229 
  Wolf Death Heroquest ......190 
  Wolf Hunt .........................145 
  Wooden Sword ............94, 237
  Temple of....................237
  Wooing Day......................184 
  The Wooing of Ernalda ....118
  Worcha..........................75, 92 
  Wound in the Cosmos ........32 
  Wyrd.....................................11 
  Wyter .................6, 52, 92, 107 
  Xiola Umbar .......................36 
  Yan Starcere ................99, 104 
  Year-Marriage ...............83, 86
  Year-Husband.........48, 54 
  Yelm ..............14, 31, 123, 213
  Worshippers of .............30 
  Yelm Pantheon....................30 
  see also Celestial Pan-
  theon, Dara Happan
  Pantheon 
  Yelm’s Palace.....................187 
  Yelmalio ..................14, 47, 49 
  Yinkin .....8, 76, 143-144, 146,
  159, 181, 219 
  see also Alynx 
  Alusar Subcult............187 
  Divine Companions.....27 
  Gavren Subcult ..186, 188
  Great Alynx................183 
  Hevren Subcult...........188 
  Murni Subcult ............188 
  Old Claw of ....................8 
  Tol Subcult..................189 
  Yinkin Day........................185 
  Yinkini...............159, 183, 185 
  Yomat..................................60 
  Yoskati.................................55 
  Youf ...................................237 
  see also Dragon Empire,
  EWF
  Yudam-aryam...................117 
  Yuhurol .........................79, 86 
  Yuhurol’s Feast....................79 
  Zarur ..................................160 
  Zorak Zoran.....18, 60, 90, 93,
  157
  This is not
  the end.
  This is not
  the beginning
  of the end.
  This is the
  end of the
  beginning.
  
  p p p p
  I S S A R I E S ,  I N C .
  p p p p
  256
  9901. DDeluxe Hero Wars,
  Epic Roleplaying in Mythic Glorantha
  ISBN 1-929052-06-5.                    $44.95
  The complete game in a handy boxed
  set. Contains 1101. Hero Wars, 1104.
  Narrator’s Book, short fiction, maps,
  sample characters, and blank charac-
  ter sheets. Illustrated, with maps.
  1101 
  1. Hero Wars,
  Roleplaying in Glorantha 
  ISBN 1-929052-01-4. $19.95 
  Hero Wars is a new fantasy role play-
  ing game by Robin D. Laws and Greg
  Stafford. It has the simplicity of a be-
  ginner’s game, the appeal of a story-
  telling game, and the elegance of the
  sophisticated world which it portrays.
  This book contains everything that a
  player needs to start his quest (except
  dice). 256 page trade paperback, il-
  lustrated.
  1102 
  2. Glorantha,
  Introduction to the Hero Wars
  ISBN 1-929052-02-2.                $19.95
  Glorantha is a rich mythic world of gods
  and goddesses, widespread races, and
  fabulous races. This book conains the
  background to help bring a Hero Wars
  game to life. 256 page trade paperback,
  illustrated, with maps.
  1103 
  3. Anaxial’s Roster,
  Creatures of the Hero Wars
  ISBN 1-929052-07-3.                    $14.95
  Anaxial’s Roster contains over 150
  entries describing creatures for narra-
  tors to use in the Hero Wars. Each de-
  scription includes game statistics and
  an origin myth. Some are friends, many
  are foes, a few are magical harbingers,
  and others are just food. 256 page
  trade paperback, illustrated.
  1104. Narrator’s Book,
  Game Mastering in the Hero Wars
  ISBN 1-929052-09-X.                   $14.95
  Narrator’s Book contains the rules
  and tips to guide the narrator in lead-
  ing adventures. Includes sections on the
  Otherworlds and heroquesting, sam-
  ple creatures, sample hero bands, and
  ready-to-play scenarios. 176 pages, trade
  paperback. Illustrated, with maps.
  1301 
  1. Thunder Rebels,
  Player’s Book for Orlanthi
  Barbarians 
  ISBN 1-929052-03-0                     $19.95
  Background information for Heortling
  players who want to understand their
  heroes and exploit their strong points.
  Includes cultural information, occu-
  pations, and the cults of Ernalda and
  Orlanth (including almost 50 subcults).
  256 page trade paperback, illustrated,
  with maps.
  1310 
  0. Storm Tribe, 
  The Cults of Sartar 
  ISBN 1-929052-10-3                     $19.95
  Storm Tribe details the unusual gods
  of the Storm Pantheon, including many
  popular cults for player heroes. It in-
  cludes 11 long cult write-ups and many
  more magic keywords. 256 page trade
  paperback, illustrated.
  1401 
  1. S a r t a r  R 
  R i s i n g !
  Orlanth is Dead 
  ISBN 1-929052-05-7                     $19.95
  The Hero Wars ignite in Dragon Pass.
  This book contains information about
  the people and places of Sartar, clan
  events, a timeline of the campaign,
  and scenarios to begin the war against
  the Lunars. 256 page trade paperback,
  illustrated, with maps.
  Be sure to see these other great Issaries publications!
  
  T
  The Cults of Sartar
  The Cults of Sartar
  The gods are awake. Special deities are needed for special times. Storm
  Tribe details the gods and goddesses that take the forefront in the Hero
  Wars. Here are complete write-ups for eleven important deities whose
  exceptional worshippers gain extraordinary powers. Each write-up includes
  myths, holy days, magic, and subcults. These are the Cults of Sartar:
  Chalana Arroy, Goddess of Healing
  Issaries, God of
  Communication and Trade
  Elmal, Warrior God of the Sun
  Lhankor Mhy, God of Knowledge
  Eurmal, Trickster and Fool
  Odayla, God of Hunting
  Heler, God of Rain and Loyalty
  Urox, Berserk Chaos-Killer
  Humakt, God of War and Death
  Vinga, Goddess of Protection and War
  Yinkin, God of Alynxes, Hunting, and Sensuality
  Storm Tribe also details eighteen minor gods of the pantheon, including Gustbran, the Smith; Rigsdal,
  Watchman and Pole Star; Donandar, High God of Entertainers; Valind, God of Winter; Babeester Gor, Avenging
  Earth Goddess; Maran Gor, Goddess of Fighting and Earthquakes; and many more. Immortal myths, unusual entities,
  great heroes, excerpts from the Jonstown Compendium, and dozens of illustrations animate the text.
  Storm Tribe is a companion book to Thunder Rebels, which describes the Heortling religion of which these gods
  are a part. Storm Tribe is a play aid for Hero Wars, which you must own to use it fully. This book will significantly
  enhance both a player's and a narrator's game.
  Issaries, Inc.
  Hero Wars and Issaries, Inc. are the registered
  trademarks of Issaries, Inc.  All rights reserved.
  Discover more at www.HeroWars.com
  ISS 1310
  
SOURCE: textdata/thevault/Runequest and Glorantha (d100)/RuneQuest (d100) [multi]/HeroQuest/Hero Wars - Storm Tribe.pdf