The
religions of the horse peoples of glorantha
Their separated relatives have adopted some foreign ways,
but frequently retain a great many of their ancestors’.
They vary from People to People, but normally conform to
a strict series of stereotypes. The
powers of the spirits and deities are more closely allied to their stereotype
than to their name. Indeed, they are
generally known by name and stereotype in combination. (e.g. Kargzant the Imperial Sun)
Ancestors are always followed, and are generally
contacted under the influence of Hazia.
Spirit Stereotypes
Imperial Sun
Spirit Drum of a Korer shaman |
Elder
Warrior
Hunter
Lord of Wild Beasts
Founder
Polestar
Fire Stallion
Starlight Wanderer
First Wife
Earth Mother
Lady of the Wild
Great Mare
Night Huntress
Spring Horse
Teacher
Crone
Warrior Woman
Wrath
Night
Speaker to Walkers
Path Finder
Throat Singer
Body Marker
Whispering Wind
Foresight & Death Talker
Shadow Rider
Outsider
Animal Spirits (various)
Hammerer
North War Wind
West King Wind
East Sting Wind
South Rage Wind
Spirit Society Stereotypes
The spirits available vary by People to People and by the
name by which he is known.
These are detailed under each of the Peoples
Leader (Mastery)
Spirits of those who take responsibility for clan, tribe,
tribal association and nation.
Community Spirits (Mastery) –These calm and unite the
community, healing past hurt and division.
The
taboo is Put My People First
Authority Spirits (Mastery) – These empower the leader
with a commanding voice, the ability to know the truth and administer justice,
and to inspire the men of the community to action.
The taboo is Avoid Pollution From Outsiders
Elder (Star)
Spirits which bring counsel from Kargzant’s allies to
those already wise in experience.
Stellar Spirits (Star) – These advisors have seen much
from their perch in the dome, and can go and report on what they see now. They can also bring – or inflict – their
light.
The taboo is Neither Lead Nor Follow
Warrior
(Death)
The spirits of warriors, of the brave and the killer.
Valour Spirits (Death) – Spirits that imbue their target
with all proper ‘manly’ preparation for battle, and give full voice to his
battle howl.
Warrior Spirits (Death) – These empower weapon or shield
with accuracy or flame, and can strike directly at disembodied spirits.
There is but one taboo for the society, Never Disobey
Your Leader
Hunter (Hunting and Horse)
The spirits of youths and the unmarried males, they are
employed by hunters and herders, and by those who do not wish to progress to
full manhood.
Hunting Spirits (Hunting) – These spirits empower the
arrow and the lasso, and enable the user to find and track their prey, even
those with magical powers of stealth.
The taboo is Never Willingly Engage In Melee
Stallion Spirits (Horse) – These are spirits that care
for a stallion’s practical needs, and those that enable riding with stealth and
over deep snow.
The taboo is ChasteSpirit drum of a shaman of the Lord of Wild Beasts |
Lord of Wild
Beasts (Animal)
Father of those who are either food or foe.
Food Spirits (Animal) – These spirits will find and track
game, will halt them in their tracks, and will pacify their spirits at the
moment of death.
The taboo is Never Cruel To Foodbeast
Foe Spirits (Animal) – These spirits can alert you to
hostile observation by a predator, show where they are hiding, can put them off
their strike with a mighty bellow, and can scare them away.
The taboo is Never Cruel To Foebeast.
Founder (Mastery
& Star)
The patron of family heads, clan and tribal chieftains
and those who would be Khan.
Community Spirits (Mastery) –These calm and unite the
community, healing past hurt and division.
The taboo is Put My People First
The taboo is Put My People First
Authority Spirits (Mastery) – These empower the leader
with a commanding voice, the ability to know the truth and administer justice,
and to inspire the men of the community to action.
The taboo is Challenges To My Authority Must Be Paid For
With Death
Star Spirits (Star) – These invoke the power of the
ancestral stellar spirits to lead the community to war. The taboo is Only Deal With Foreigners
Through The Combat Challenge
Polestar (Star
& Stasis)
He is the captain of the stellar armies, the reliable one
at night.
Army Spirits (Star) – These gift the general with wisdom,
and enable him to unite the war leaders, no matter how factionalised, for the
battle. They may also be invoked to allow the army to move at fool speed by
starlight.
The taboo is Treat
Subordinates Fairly
Stardome Spirits (Stasis) – These spirits remember the
Stardome as it was in ages past, and know how it should be at all times. They may be consulted for astronomical
knowledge, for night-time navigation, and to resist actions that change the
Stardome. They may be released to fight
Darkness, Storm or other Celestial spirits.
The taboo is Never Use A Torch In Starlight
Fire Stallion
(Fire and Movement)
Raging, lively fire spirits, hard to control and all to
easily used.
Fire Stallion Spirits (Fire) – These can protect horses
from fire or empower them with it.
The taboo is Never Accept Authority Without Dispute
Wildfire Spirits (Movement) – Unleashes fire or increases
it until it consumes all it can eat.
The taboo is Never Build A Structure
Starlight Wanderer
(Star & Movement)
The one who finds their way by starlight and is filled
with wanderlust.
Starlight Spirits (Star) – These spirits can cast the
light of the stars before the rider as a guide, can be used to dazzle in the
dark, and to raise the morale of those lost at night.
The taboo is Never Use A Torch In Starlight
Starlight Navigation (Star) – These spirits can be used
to guide the clan across the steppe, using paths previously travelled. They can remember new paths, but cannot find
them to begin with!
They keep the Navigator warm, even in the deepest Pentan
winter.The taboo is Never Cover My Tent-Frame
Wanderer Spirits (Movement) – These spirits can be used
to empower a horse to ride swiftly and surely by starlight, to avoid ambushes
and traps in the night, or to avoid the enticements of taking your ease.
The taboo is Never Rest In One Place For More Than A Day
And A NightSpirits which enable those who are chosen to deal with those not blessed to be part of Kargzant’s true followers.
Speaking Spirits (Communication) – These help to identify
who should be spoken to amongst a group of strangers, determining their honesty
in negotiation, and empowering oaths to seal bargains. They can aid in understanding and speaking
other languages.
The taboo is Reject Gift From Any But My Chief
First Wife –
The spirits available vary by People to People and by the name by which she is
known.
These will be detailed under each of the Peoples.
Filly (Horse) – These spirits enable girls to ride with skill
and grace while bareback, to care for their filly’s needs, and to run from
trouble if needs be!
The taboo is Never Let Horse Suffer Needlessly
Family Spirits (Human) – These watch over the dwelling,
and bless love-making within it with fertility. They make food and clothing last longer, and know where
the children are.
The taboo is Obey My Husband
Health Spirits (Earth) – These fight off disease spirits,
bless birthing and ease suffering. They
can find good pasturage.
The taboo is
Obey My Elders
The taboo is a new virtue, Strict
Spirit Drum of a mighty Crone shaman, demonstrating her power over her children |
Crone Spirits (Mastery) – These are the spirits who give
the cackling ancient both her fascination and her forbidding presence, easing
the fears of the household whilst knowing them intimately.
The taboo is Never Tell A Short Story
The taboo is Never Harm A Living Tree
The taboo is Spend Half My Time Tending The Great Mare
Wrath Spirits (Disorder) – these empower any disruptive activities, and can be used to disorder otherwise co-ordinated actions. They can also produce berserker fury.
The taboo is Always Vindictive.
Night
(Darkness & Underworld)
The monstrous female spirit who consumes the sun at night
and has it wrenched from her in the morning.
She attempted to utterly destroy Kargzant in the Darkness, but was
defeated and made to limp away.
Vengeance Spirits (Underworld) – these empower rending
and ripping, severing those parts of a body that have done a victim wrong. They are righteous fury and blighted hope.
The taboo is Never Forgive
Path Finder
(Light)
Safe guides for the path, and trackers of prey.
Path-Finder Spirits (Light) – These can find lost paths,
see clearly, and are unhindered by darkness.
The taboo is Always Behave Within Clan Virtues
Throat Song Spirits (Harmony) – These are the long songs,
the deep magics, of wars and enemies, of law and lineage, of remembrance and
antiquity, of life on the steppes.
The taboo is Always Have A Suitable Song
Sacred Ancestor Spirits (Harmony) – Friendly teachers of
lore and law.
The taboo is Never Scorn Tradition
Body Marker
(Human)
These are those who transform a child into a truly human
man or woman of the clan, and who mark each significant life moment on your
skin. How they do it depends on the people
in question.
Transforming Spirits (Human) – These watch over the
process, making sure that it huts enough to matter, that the mark is permanent,
that the weak are shamed and disease is driven away.
The taboo is Seek Perfection Of Transformation
Whispering Wind
(Movement)
These are those who have no fixed home or family, who
wander from clan to clan across the steppe, ever the outsider, yet accepted.
Roaming Spirits (Movement) – These are those that enable
you to ride fast, well, and tirelessly, to be aware of enemy and ambush, to
hear the whispers of ghosts in places others shun.
The taboo is Never Satisfied
Spirits of the Dead (Death) – These enable you to fight,
bind, exorcise, or feed the dead.
The taboo is Remember Your Own Mortality
Shadow Rider (Shadow)
The Shadow Rider is the spirit of fear in the Darkness, usurper of chieftainships, stealer of children, slaver of the hopes and dreams of the people.Spirit drum design of a Karesk shaman |
The taboo is Never Make Fire Or Light.
Rider Spirits (Hell) – these facilitate safe riding
through Hell, and the hellish rides of Argoom before the Dawn. They may be used
to aid in dealings with diokos, to navigate the Underworld, or to aid in the
abduction of children.
The taboo is the virtue, Ruthless
Outsider
(Balance)
Neither, both, or either and changing, this is the refuge
for those of debatable sexual identity.
Animal Spirits
(Beast and/or Avian)
Spirits of the chosen helper animals of the people.Hammerer (Forge)
Spirits that transform rock into metal, entice other spirits into the metal, and hide secrets.
All followers take the virtue, Secretive
Forge Spirits (Forge) – These are the spirits who make
metal working possible, and who tend and enhance all about the forge. They can be released to force a spirit to
take up residence within a freshly worked item.
The taboo is Always Challenge Mostali
West King Wind (Storm,
Mastery)
Long known as a trouble maker, many now recognise him as
the Khan of the new Path of the Storm.
King Spirits (Mastery) – These are the spirits of leaders
and khans, the spirits that can call a community to rise above itself and
achieve greatness. They can overcome
fear, and inspire loyalty.
The taboo is Never Ambitious Beyond My Rank
West Storm Spirits (Storm) – These are the spirits that
can turn aside all other winds, and can carry the sounds of the Hated West to
carefully listening ears. They can
summon clouds to shroud the sun.
The
taboo is Always Challenge Pelorians And Dara Happans
East Sting Spirits (Storm) – These are the spirits of the
whirlvish, the dust devil and the wild hunt.
They may be used to call and control these otherwise wild
spirits, to bring down destruction and hatred wherever desired.The taboo is Never Make Anything That Will Last More Than a Day
South Rage Wind
(Storm, Eternal Battle)
The rage against chaos, the fury that can break and
remake the world.
Rage Spirits (Eternal Battle) – These spirits move others
to oppose that which pollutes the world.
They can move others to join in opposing chaos, release the berserk fury
of the Society member, and call the clan to a headlong rush which will stampede
the herd over a chaotic threat. They can
be released to directly attack chaotic or undead spirits.
The taboo is Aggressive
Was reading on Wikipedia and found the following Chinese myth, which seems perfect for a Pentan version of the War of the Suns, explaining how there used to be many suns but now there is only one, Kargzant, because Golden Bow shot down the rest.
ReplyDelete"In Chinese mythology, Fusang refers to a divine tree and island in the East, from where the sun rises. A similar tree, known as Ruomu (若木) exists in the west, and each morning the sun was said to rise from Fusang and fall on Ruomu. Chinese legend has ten birds (typically ravens) living in the tree, and as nine rested, the tenth would carry the sun on its journey. This legend has similarities with the Chinese tale of the fictional hero Houyi, sometimes referred to as the Archer, who is credited with saving the world by shooting down nine of the suns when one day all ten took to the air simultaneously. Some scholars have identified the bronze trees found at the archaeological site Sanxingdui with these Fusang trees."