TEXT: Would you like to know more about HeroQuest?
  See the extensive Issaries website at www.HeroQuest-rpg.com.
  HeroQuest and its supplements are created and owned by Issaries, Inc.
  The Glorantha game setting is created by Greg Stafford and owned by Issaries, Inc.
  HeroQuest products are published in cooperation by Issaries, Inc. and Steve Jackson Games Incorporated.
  To buy HeroQuest products, start with your local game retailer.
  If you can't ﬁnd what you want locally, you can buy them
  online from Steve Jackson Games at www.warehouse23.com.
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  HeroQuest Voices
  Peoples of Glorantha
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  All contents copyright © 2003 by Issaries, Inc., all rights reserved. Similarities between characters in Glorantha and any
  persons living or dead are coincidental. This work and its contents may be freely copied or printed for personal or game
  use as long as it is not altered. Reproduction or distribution of it or its contents for any commercial purpose, by photo-
  graphic, electronic, or any other means of storage, retrieval, or distribution, is strictly prohibited.
  Issaries Publication ISS3001
  First Publication August 2003
  Legion are the peoples of the world, many and varied are their ways.
  All are connected by the cosmic webs of Arachne Solara
  Who brings and binds all together, in life as in this book,
  Who takes and rends apart those who would tear her webs.
  Produced by Issaries, Inc.
  P.O. Box 272914;
  Concord, CA  94527
  
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  Credits
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  Concept: Nick Brooke.  § Project Manager: Nick Brooke.
  Edited by: Mark Galeotti and Nick Brooke, with Chris Gidlow and Stephen Martin.
  Illustrations: Simon Bray, Heather Bruton, Tanner Critz, Dario Corallo, Sarah Evans, Lisa Free,
  Mark Galeotti, Tristan Heydt, Makoto Hokura, Manoel Magalhaes, Angelo Montanini, Marc Moreno,
  Kevin Ramos, Markku Silvennoinen, Tom Sullivan, Greg Walsh.
  Layout: Stephen Martin.  § Runes: Issaries, Inc.
  A Personal View of Praxian Life, A Personal View of Western Life, Teachings from the Wise Ones
  Greg Stafford and Sandy Petersen; additional material by Nick Brooke
  Tales of the Wastes, A Personal View of Heortling Life, Staves from the Storm Priest
  Greg Stafford and Sandy Petersen
  A Personal View of Dara Happan Life, The Glorious ReAscent of Yelm
  Martin Laurie
  A Personal View of Esrolian Life, Teachings of the Earth Woman
  Simon Bray
  A Personal View of Esvulari Life, A Hymn from the Liturgist, A Personal View of Tarshite Life,
  A Personal View of Kralori Life, Prophecies of the Hero Wars (except pages 31 and 55)
  Mark Galeotti
  A Personal View of Grazer Life, The Endless Pastures of the Sun
  David Dunham
  A Personal View of Life as a Puma, Tradition of the Bush Voice,
  A Personal View of Teshnan Life, The Mysteries of Fire
  Greg Stafford
  Talking to the Moon Woman
  Greg Stafford and Sandy Petersen; additional material by Mark Galeotti and Nick Brooke
  Immortal Wisdom from the Kingdom of Splendor
  Greg Stafford and Sandy Petersen; additional material by Mark Galeotti
  A Personal View of Doraddi Life
  John Hughes, based on material by Greg Stafford & Sandy Petersen 
  Learning the Right Footpath
  Greg Stafford, Sandy Petersen, and John Hughes
  A Personal View of Rathori Life, Secrets of the Invisible World
  Greg Stafford and Sandy Petersen; additional material by Stephen Martin and Jamie Revell
  A Personal View of Aldryami Life, Facts for Young Elves
  Greg Stafford and Sandy Petersen; additional material by Shannon Appelcline
  A Personal View of Uz Life, Dancing in the Shadows
  Greg Stafford and Sandy Petersen; additional material by James Frusetta
  An Impersonal View of Mostali Life, Instructions to New Workers
  Greg Stafford and Sandy Petersen; additional material by Peter Nordstrand
  A Personal View of Ludoch Life
  Martin Hawley; additional material by Stephen Martin
  Inner Knowledge of the Sea Gods
  Stephen Martin, based on material by Greg Stafford and Sandy Petersen
  
  The rich cultural backdrop of the world of Glorantha has always
  been one of its greatest strengths, keeping gamers fascinated
  for over twenty-ﬁve years. One of the many ways in which this
  was explored in the former RuneQuest game was through short
  narratives for major cultures and races detailing “What the Priest
  Says” and “What My Father Told Me.” Pithy, often witty, and
  always insightful, these narratives were a popular feature of the
  game and were a quick, easy way to introduce new players to
  peoples and beliefs of this game world.
  Now Glorantha is coming to a new generation of players
  with the release of HeroQuest, the game of epic roleplaying.
  This book is one of a range of game aids. It contains these in-
  troductory narratives for all ten homelands described in those
  rules, as well as for seven other peoples and races. Further-
  more, as a sample for those who do not yet own HeroQuest,
  HeroQuest Voices contains one of those homelands (Teshnos)
  at the end as an example of how the cultures are presented in
  the game in an easy-to-use format. 
  Although some of these narratives have appeared before,
  they have been updated to reﬂect development of the world
  since their original publication. Additionally, project manager
  Nick Brooke has assembled several new pieces written by many
  of today’s key Gloranthan authors, including David Dunham
  (co-creator of the King of Dragon Pass computer game), Mark
  Galeotti, and Greg Stafford himself. Illustrations by Gloranthan
  artists old and new show sample members of these peoples.
  We hope you enjoy these narratives. From the brutal dir-
  ectness of the nomadic Bison Rider to the elegant mysteries of
  the Kralori, from the uplifting hymns of the Esvulari clergyman
  to the deep—in every sense—wisdom of the merman priest,
  thirty-four voices from Glorantha speak to you of their ways
  and their dreams, their lives and their hopes.
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  Contents
  3
  Homeland Voices
  Bison People
  A Personal View of Bison Life: What My Father Told Me . . . . . . . 4
  Tales of the Wastes: Wisdom from the Tribal Shaman . . . . . . . . . 6
  Dara Happa
  A Personal View of Dara Happan Life: What My Father Told Me . 8
  The Glorious Re-Ascent of Yelm: Lore from the Star Seer. . . . . . 10
  Esrolia
  A Personal View of Esrolian Life: What My Mother Told Me . . . 12
  Teachings of the Earth Woman: The Esrolian Priestess Speaks . . 14
  Esvular
  A Personal View of Esvulari Life: What My Mother Told Me . . . 16
  A Hymn from the Liturgist: What the Sacriﬁcer Sings . . . . . . . . 18
  Grazer
  A Personal View of Grazer Life: What the War Chief Told Me . . 20
  The Endless Pastures of the Sun: What the Grazer Shaman Says. . 22
  Heortling
  A Personal View of Heortling Life: What My Father Told Me . . . 24
  Staves from the Storm Priest: The Barbarian Priest Speaks . . . . . 26
  Puma People
  A Personal View of Life as a Puma: What My Mother Told Me. . 28
  Tradition of the Bush Voice: The Skull Crusher Speaks . . . . . . . 29
  Seshnela
  A Personal View of Seshnegi Life: What My Father Told Me . . . 30
  Teachings from the Wise Ones: What the Wizard Says . . . . . . . . 32
  Tarsh
  A Personal View of Tarshite Life: What My Father Told Me:. . . . 34
  Talking to the Moon Woman: What the Lunar Priestess Preaches . 36
  Teshnos
  A Personal View of Teshnan Life: What My Proprietor Told Me. . 38
  The Mysteries of Fire: What the Zitr Expounds . . . . . . . . . . . . . 40
  Outland Voices
  Doraddi
  A Personal View of Doraddi Life: What My Uncle Sang To Me . . 42
  Learning the Right Footpath: The Chieftain Speaks . . . . . . . . . . 44
  Kralorela
  A Personal View of Kralori Life: What My Father Told Me. . . . . 46
  Immortal Wisdom from the Kingdom of Splendor: What the
  Dragon Lord Whispers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
  Rathori
  A Personal View of Rathori Life: What My Uncle Told Me . . . . . 50
  Secrets of the Invisible World: The Bear Shaman Speaks . . . . . . 52
  Elder Voices
  Elves
  A Personal View of Aldryami Life: What the Wood
  Priestess Told Me . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
  Facts for Young Elves: Wisdom from the Gardeners . . . . . . . . . . 55
  Trolls
  A Personal View of Uz Life: What My Mother Told Me . . . . . . . 58
  Dancing in the Shadows: Tales of the Night Hag . . . . . . . . . . . . 59
  Dwarves
  An Impersonal View of Mostali Life: What the
  Foreman Told Me . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
  Instructions to New Workers: The Gold Diamondwarf’s Words. . 62
  Ludoch Mermen
  A Personal View of Ludoch Life: What the Storyteller Told Me. . 64
  Inner Knowledge of the Sea Gods: The Voice of the Deep . . . . . 66
  HeroQuest Preview
  Homeland: Teshnos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
  Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
  Gloranthan Voices
  
  Who are you?
  I am Vanish Rib-Crusher, warrior of the Bison People.
  Who are we?
  We are the Skull Bat Clan of the Bison People, also called the
  Flower Bison Clan. You can know the animals of our clan by the
  bat branded on their backsides. The bone beads in our beards
  mark the men of our clan, and you can tell the women of our
  clan by the narl-ﬂower necklaces they sing to.
  Waha is the Founder of all the Dedra, we riders of Eiritha’s
  children. He saved us during the Long Night, and we have done
  what he says ever since. He told us if we followed all his rules
  we could live anywhere, even if Storm Bull died and Chaos
  returned. We cross the empty Greatlands with his help. Many
  tales tell of true people who fell prey to the soft living of the
  Western or Eastern folk, and died badly because of it.
  What makes us great?
  We are the best people in the world. We have big herds. The
  cows bear many calves and we keep them alive. We have stolen
  many animals. Our warriors are strong and tough. Each has
  taken an enemy beast to earn his cheek scars. When the Bison
  People meet our foes, our clan is always the ﬁrst to charge. Our
  Khan is mighty, too, and when the Bison khans meet in coun-
  cil, he can show many scars.
  Where do we live?
  All of the Greatlands are our home. Waha set aside this place
  for us because it is the best place for us to live. Eiritha’s Paps
  are our spirits’ home. If you are lucky, you will visit the Paps
  some day.
  How do we live?
  We live on the good things Bison-Eiritha gives us. We drink
  the milk of our bison and eat the meat of other tribes’ beasts.
  Some plants are good for us to eat: the sacred skullbush our bat
  spirits visit, arrowstalk root, freeberry, and Eiritha’s holygrain;
  our women gather those when they are ready. Others are for-
  bidden, such as the dreamweed that only shamans may eat, or
  Tada’s Tears. Do not eat forbidden plants.
  We wear the same tough skin as Bison-Eiritha. Our clothes
  are of the hides of our own and our enemies’ beasts. In spring,
  our bison rub off much of their hair; our women gather this up
  and spin it into rugs, blankets, and cloth.
  We ﬁght with the weapons of our Bison Founder: bone and
  horn, sinew and strength, and heads so hard they cannot be
  broken. Our khan, Narmeed Whirlvishbane, is rich. He owns
  ﬁve iron-tipped arrows, a magic piece of the Block, and a glass
  gourd with ﬁrewater from the Lands Beyond the Sunset.
  We are protected by Bison-Eiritha’s love. We live in tents
  made from the hides of our bison. When many of us meet to-
  gether, or when we must protect our bison from Wild Hunter’s
  storms, we join many tents to make a single one large enough
  to hold all of our people and bison. And each of us has his own
  blanket to roll up in when he is alone on a hunting trip or raid.
  I am a rich man, with two herds. My wife owns more than
  ﬁve hands of cows, and I own seven bulls. In my herds are four
  impalas, two llamas, and a captured gern, which is a beast even
  though it looks like a person.
  What is important in my life?
  The year you were born, we marked your birth in the Calving
  Festival with the other new parents. The Bison Queen blessed
  you to have many sons. Our khan blessed you to kill many
  foes. And I blessed you and gave you your name.
  You are still a boy. Until you are a man, you will live in my
  tent. You must learn to ﬁght as well as you can ride, and you
  must learn magic and the Peaceful Cut ceremony. When you
  think you are ready, at the Butchering Festival you must go
  before our khan with the other youths and show yourself to
  him. If you have not shamed us, and you can ride, and ﬁght,
  and have learned some of Waha’s Survival Tricks and the secret
  ways of our people, then you will be made a man. Most boys
  become men when they are four hands-of-years old.
  When you are a man, you will live in the Bachelor’s Tent
  until you are married. You may marry only a woman of the
  Bison People, and you may not marry one from our clan, for
  all of our women are your sisters. Your wife will bring her cows
  to you, possibly many cows if her family’s herds are great. Once
  you are married, you will be a warrior of our clan, and you and
  your wife will have your own tent. But you must prove your-
  self to your wife’s parents before you can marry. The best way
  to do this is to show her father that you are brave and strong,
  and to prove to her mother that you will be a good provider for
  your children. You may only have one wife, unless you become
  a khan someday, but you may have many concubines. I like the
  tall llama women best.
  When you die, the clan will commit your body to a great
  burning. All the warriors of the clan will pray to the Daka Fal 
  that your strength remain with them.
  Who rules us?
  Our elders rule us, for they have all proven themselves. Each
  man has stolen an animal from each of the other Great Tribes,
  and they know all the old wisdom of our clan. They give wise
  advice to our khan, and then choose a new khan upon his
  death. When the great khan of all the Bison People dies, the
  clans all meet to choose the next.
  The great khan leads us in battle. When many clans meet,
  he is advised by all the lesser khans. You are not the son of a
  khan, but my father’s father was, and so you can be one some
  day, for you trace your ancestry to Waha himself.
  Our Bison Queen is the best woman. She has the most
  cows, the healthiest children, and the deepest wisdom. She can
  ﬁnd water in a drought, and can sniff out the best path even in
  the trackless season.
  All Bison People, wherever they live, belong to the Great
  Bison Tribe. There are many bison clans, each ruled by its own
  khan, bison queen, and council of elders. Clans often meet
  each other to exchange goods, worship the spirits, and seek
  wives. My wife was born in the Bull’s Blood Clan.
  What makes a man great?
  Bravery, stubbornness, and endurance make a man great. A
  great warrior has stolen many beasts from other tribes, and so
  has many animals to feed his family. Destroying Chaos makes
  a man truly great!
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  4
  A Personal View of Bison Life
  What My Father Told Me
  
  What is evil?
  Chaos is evil. Everything that is bad is because of Chaos. Chaos
  laid waste to our land. Chaos killed the spirit giants, like Gen-
  ert. Chaos still harms us. Broos abound. Chaos helps outlanders
  to attack us, too. We grow old and die because of Chaos, we are
  sad, hungry, and lonely because of Chaos. Chaos makes holes
  in our clothes and wears the edge off our swords. Chaos is evil.
  Horses are taboo, and you must never touch a horse, espe-
  cially not to eat it! You should kill horses whenever you can.
  You can eat cattle and other lesser beasts if you must, but never
  horses or their spawn, the outlander donkeys and ponies.
  What is my lot in life?
  Goals are important. You should get many wives, who have
  many herds. Men will come to your command and you will
  live among a big herd. You must strive to be a tough and strong
  ﬁghter, and try to capture many herd beasts of your own.
  To show your greatness you must be brave. You will be-
  come tougher and master many skills as you grow. Every day
  is a challenge, and you must ﬁght or die. If you want to be the
  best, you will visit the Chaos marshes and kill the worst evil in
  the world. Only ﬁghting Chaos can truly make you greater
  than other men.
  What is the difference between men and women?
  Men own weapons, slaughter animals, kill men, and serve the
  forces of Waha the Butcher. Women own the cows and serve
  the forces of Bison-Eiritha. Never knock heads with a woman,
  and never come between a mother and her child. Together we
  bear children and raise calves, protect each other from dangers
  we can see and dangers we can’t, and serve the great spirits.
  How do we deal with others?
  You can trust everyone in your family and clan. We always
  help each other in times of need. If all your beasts die or are
  taken, if you are crippled, or if your wife or children are taken
  as slaves, your people will aid and provide for you. Other Bison
  clans are our friends, but they only have to help us against
  Chaos or when we’re in big trouble, and you must always pay
  them back. We’re better than they are, but we all have the same
  Founder.
  Watch out for people from other tribes. Although they fol-
  low Waha’s Way, they are sneaky, and they all want to steal
  your animals and enslave or kill you. It is only safe to talk to
  them at the Paps, when you are strongest, or when all the Dedra
  have allied under a khan of khans to ﬁght a great enemy, such
  as when Jaldon Toothmaker led us to destroy Pavis and raid
  the Sunset Lands called Dragon Pass.
  People from outside the Greatlands are our prey. Their
  weakness is good only for robbing. Never trust them, lie to
  them if you want, kill them and take their goods if you wish.
  They don’t know Waha’s Way at all, and that means they aren’t
  proper humans, even lower than the despicable morocanth,
  who are people even though they look like beasts.
  Who are our enemies?
  Chaos is our ﬁrst enemy. Vrak Kargl Vozn the Devil made all
  that is evil, and we must combat it. To slay the evil is to be
  great. Bellow to Storm Bull for his help against Chaos.
  The pesky Impala People, stuck-up High Llama People,
  crafty Sable People, and cheating Morocanth are all enemies.
  They steal cattle, take our daughters and sisters, and kill our
  sons and brothers. Don’t ever be caught by them and end up as
  a slave. The lesser peoples of the Greatlands are our enemies,
  too—the upside-down unicorn women, pygmy bird lizard folk,
  silly ostrich riders, and the foreign Walkers.
  We are at war with the horsemen from the north. They
  come at us from the north and east and west, the bastards. A
  ridden horse is the mark of an outlander or a Pentan devil, and
  both are our enemies.
  Who are my spirits?
  All the Great Tribes, and most of the lesser ones, follow the
  Way of Waha, Father of Khans. Men worship Waha the First
  Khan, and women worship Eiritha, beloved Herd Mother. We
  love the Storm Bull, father of Waha, even though his Desert
  Wind sometimes batters us, for he is the destroyer of Chaos.
  There are lots of lesser spirits wandering the Greatlands,
  left over from the old days when the spirit giants lived. The
  horned men can talk to these spirits and make them work for
  us. Prax is our holy land, and most clans go there once in a
  lifetime. Our own clan visits the Paps every ten-hands-plus-
  one years, following our beasts’ great migration across the
  Greatlands. You were born there, and I do not expect us to
  return in my lifetime.
  What is there to do around here?
  Life is work, and work is life. Deadly winds and poison rain can
  come on us. Hyenas and pack lizards prey on the herds. Moro-
  canth spy on us, seeking slaves and cows. Broos and scorpion
  men roam the plain. When we’ve beaten them, or on great spir-
  it days, we have fun. The best fun is when we raid our enemies,
  hold head-butting contests, or have a big butchering and calv-
  ing day. And slave women, they’re fun, too. You’ll see, one day.
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  Where did the world come from?
  Genert and the spirit giants made the world so long ago no one
  remembers. They were strong, and lived in a fertile garden.
  Food was everywhere: jackrabbits came freely to the eating,
  and if you dropped a seed you had to jump back when the tree
  sprang up with much fruit. But the dead giants failed at last—
  they tried to deal fairly with the Devil.
  When Chaos came, Genert mustered his clans: the golden
  people, the copper warriors, the sky-spears, the white elves, and
  our ancestors. And he fought as hard as he could and as well
  as he could. But he was destroyed, his armies turned to sand,
  and his garden turned into an acid bog. The Devil slew the spir-
  it giants, blasted the land, and killed everybody he could ﬁnd.
  Only the Storm Bull and his friends could ﬁght him, and Storm
  Bull ﬁnally imprisoned the Devil beneath the Block. Now the
  old ways are gone, maybe forever.
  Waha is Storm Bull’s son. He came out of the soil into a
  world of darkness and Chaos. People still walked the blasted
  land, dazed and dying of stupidity. But Waha the Tracker gath-
  ered us and showed new ways to live. He freed the herd beasts
  and founded many families. Through Waha’s deeds, the yellow-
  bellied giant felt brave enough to come out of his hiding hole
  and began to shine on us again.
  Where did I come from?
  At ﬁrst, everything starved alike: bison, impala, llama, sable,
  morocanth, and human. There was too little food. Then Waha
  made the Survival Covenant. Some became animals, able to eat
  thornbush, weeds, and roots of the earth. Others became people
  and ate the plant-eaters. We drew lots to see who would eat and
  who would be eaten. In every case but the cheating morocanth,
  we humans won and became people. That is why we ride and
  eat the herd animals, and why morocanth are people also.
  Why am I here?
  You are a relic from Genert’s time—you hold the holy life force.
  Your fathers and mothers lived through the Long Night and so,
  through them, did you. They lived, and you live, to ﬁght Chaos,
  to spread life and death.
  Why do we die?
  Before Waha came, everything was dead or dying, and that is the
  way of the world. Waha taught us death’s secrets; how to use it
  for life. He taught us the Peaceful Cut that returns our sister-
  animals to bliss within the womb of Eiritha, supplying our tribe
  with food from the Mother. And Waha taught us the warlike
  blows, whereby we send our foes to dark hells.
  What happens after we die?
  Our souls go to the Spirit World, to the Great Grasslands of the
  Happy Herding Ground. Eiritha is there, with endless ghost
  herds, and Waha is there, too, with all of the ancestors.
  How do I do magic?
  Waha came when all was gray, and he taught us how to survive;
  his tricks are still the ﬁrst magic that our children learn. The
  Horned Man came later and taught our shamans how to talk to
  spirits from lost ages. These spirits do mighty magic, but the
  mightiest magic is done by our khan, who can call the Founder
  of our tribe to war.
  I have heard of other spirits and powers. Can
  you tell me the truth about them?
  All the world was hurt by the evil of Chaos. We escaped be-
  cause of Storm Bull and Waha. Others were unlucky, weak, or
  stupid, and now exist as bodiless spirits, not living or dead.
  Some are old companions, some are ancient foes.
  …Chaos?
  Everything bad, painful, and ugly in this world came because
  of the Devil. Chaos is evil and should be killed by every living
  soul. Bless Storm Bull who ﬁghts it so ferociously.
  …Darkness?
  Dark Eater is our friend and our foe. He helps us against Chaos,
  for he hates it as we do. But he also wields the powers of night
  and shadow that plunder our herds and make our women bar-
  ren. The inhuman morocanth love him too much.
  …the Earth?
  The earth is everything’s mother. She did not ﬁght Chaos when
  it came, thinking her peace would save her. It did not. Now
  only Eiritha, her best daughter, lives to aid us.
  …Forests?
  Once the world was covered with lush plants, all of which
  stemmed from a great spirit. She failed her people because she
  did not see what Chaos would do to her. Her leaves withered
  to brown, and her trunks fed the great ﬁre of Oakfed. She no
  longer blesses the Greatlands.
  …the Moon?
  The Red Moon is evil, brought by bad men to destroy us and our
  kind. She was born at the edge of the world, but reaches every-
  place, even into our hearts, with temptation, lies, and fear. The
  traitorous Sable People worship her, proof of their evil.
  …the Ocean?
  The sea khan was a mighty giant before the Long Night. He
  tried to ﬁght Chaos through cunning and tricks, but like every-
  one else he failed. Now he is a shadow, pierced forever by the
  Devil’s invisible spear. His serpents that twist across our lands
  must never be trusted.
  …Sorcerers?
  These fools are under the sway of the Devil, for they know no
  true magic. They curse the name of Storm Bull who scours the
  world of Chaos. They are empty, without spirits.
  …the Sun?
  This old giant tried to ﬁght Chaos with high rules and distant
  powers. Like all the rest who did not ﬁght the evil with their
  whole selves, he died and is now but a hollow glowing shell.
  Yet he is our Bright Treasure, for he sends the dark away.
  …the Wind?
  The great wind from the west is Storm Bull’s brother, and like
  the Bull he is dangerous. His tricks allowed evil into the world.
  He did great wrongs, but when he tried to ﬁx them he made
  more mistakes that made the world even worse. But we brave
  Bison People respect him, because he is so strong and tough.
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  Tales of the Wastes
  Wisdom from the Tribal Shaman
  
  Great Spirits of Prax
  Daka Fal, Guide to the Ancestors
  When the world was cursed by Chaos, the people who survived
  were hard-pressed. They were beset by spirits and demons, and
  the living and dead mingled in a communal horror of fear and
  confusion. Then the Daka Fal walked the world and separated
  the living from the dead, setting each in its place, telling all
  their duties and affairs. This established order in the world,
  and was the ﬁrst successful worship.
  Eiritha, Protectress
  Eiritha is our mother. She sends us calves and children, and
  helps cows and women make rich milk for our tribe. All of the
  people and herd beasts of Prax are her children. We love her
  and spend our lives to protect her, even as she protects us.
  Foundchild, the Hunter
  Waha brought Foundchild when we were starving and ﬁghting
  each other. Foundchild taught us how to use the tools of war—
  spears, bows, and throwing sticks—to hunt animals instead of
  each other. He taught us how to eat those animals that do not
  come from Eiritha, so that we would not starve while Waha
  quested to free the herd sisters.
  The Horned Man, Father of Shamans
  The Horned Man is the ﬁrst shaman. During the Long Night,
  he sang great runes using his wit, skill, and deadliness, to trick
  Chaos into letting him go. He sometimes visits young children
  in their sleep, and if they do not cry out then they are destined
  to follow him. The mightiest shamans draw on his power to
  create magical Soul Winds that can devastate whole armies.
  Oakfed, Wildﬁre
  When Chaos came, it crept up the sky like a river, and the Sun
  exploded in a great rain of ﬁre. That ﬁre is all that kept some
  people alive in the Long Night, for it burned away Chaos and
  kept the shadows at bay. When it started to dwindle, the peo-
  ple chopped down the forests to feed it, diminishing the world
  but allowing them to survive. When Oakfed burned out of
  control, Waha came to conquer him, and now he serves us.
  Storm Bull, Chaos-killer
  The Storm Bull is the best spirit in the world, for he stopped
  Chaos when he killed the Devil. When everything else was dead
  or sick unto death, he bellowed his war-cry and charged across
  the universe to meet Chaos with his strength. Now he rules the
  sky, and his storms forever scour the world. He lives in the
  ruins of the Spirit Giants’ Palace and sends his winds in all dir-
  ections, seeking Chaos.
  Waha the Butcher, Founder
  Waha is the son of Eiritha and Storm Bull, and all life must be
  grateful and give him respect. He saved us and made the world
  livable. His deeds are many—everyone knows them. Waha
  Flamebringer tamed Oakfed, the corrupt spirit of wildﬁre, and
  turned him into the friendly campﬁre. Waha the Wise taught
  us our knot language. Waha Father-of-khans is the father of all
  our chieftains. Waha the Restrainer made the earth be still.
  Waha Killer-of-Chaos cleansed the land to make it safe. Waha
  Khan-of-khans liberated the Founders and freed the Protect-
  resses of our tribes. Waha the Warrior taught us weapons work,
  so we can protect our herds. Waha the Provider taught men the
  Peaceful Cut, which sends our beasts’ souls back to the Mother
  of Beasts when they are butchered. Waha the Protector dug a
  great canal and ordered it to digest the foul body of the Devil
  that lay there corrupting the very earth. Waha the Teacher
  taught us to ride our animals. All life exists now because of
  Waha, the Great Khan.
  The Wild Hunter
  The Wild Hunter rides a devil steed that gallops upon air, land,
  or sandstorm, and he holds a long-reaching barbed spear. Fierce
  winds circle around him and sting like red-hot hail. His fol-
  lowers are drooling spirit wolves and a howling horde of the
  dead. He rides in all the worlds, seeking food for his hunt. No
  one is safe from him.
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  Who are you?
  I am Vuranesh, Third Tier noble of House Urvakus, the great-
  est House in Induppa. I am Decimarch of the ninth ﬁle, an ini-
  tiate of Vankamant the Hoplite and devoted to Urvakus, our
  ancestral founder. I am your father; you obey and respect me.
  Who are we?
  We are members of House Urvakus. It is my ordained duty to
  instruct you so that you may be a loyal servant of the House,
  the Emperor, and Yelm. Urvakus the Elleden, one of the sons
  of Urvairinus, the Soldiers’ Emperor, founded our House in the
  ancient past. House Urvakus provides elleden, what the Lunars
  call hoplites, to the Emperor in return for our status and posi-
  tion within the Light of his Perfection.
  What makes us great?
  All of Dara Happa is great: we are the holders of the Rich Land
  itself, the chosen people of Yelm, Emperor of the Cosmos. We
  are loyal servants of the mightiest Empire under the Sky Dome
  and no foe can withstand our spears when we deem it worthy
  to march against them.
  Within Dara Happa our House is greater than most—if not
  in wealth or numbers, then in age and wisdom, experience and
  magic. Few can match ours in tradition or in so esteemed an
  Ancestral Founder and most, like the upstart House Yerendesh
  of South Gate, envy us and would do us down at every turn.
  What is the difference between men and women?
  Men and women have different roles in the hierarchy of Yelm’s
  design, but are utterly vital to each other.
  Men are the ruling hand of Yelm, his servants in war, trade
  and sovereignty. We are the Rays of his Light, and like Yelm, we
  have to touch upon the earth to beget our bloodlines. 
  Women are of earth; they are fertility and growth while we
  are purity and war. Your mother thinks this belief forces women
  into subservience to men, but she is mistaken, too taken with
  her Lunar philosophies of “equality” to listen to me on such
  matters, although she is a good wife in other ways. 
  Women and men bridge the gap between earth and sky so
  that Yelm may have a people to rule, his chosen people. But like
  the fall Lodril experienced when he delved into the earth too
  deeply and too wholeheartedly, men must refrain from intense
  earthly pleasures. Do no more than Yelm requires, or else you
  will be lost like a lowly Lodrili or a ﬁlthy Darjiini, forgoing the
  purity of Yelm’s light.
  Be wary when you ﬁnd your future wife: never revel in the
  lusts of the Earth, maintain your dignity, purity, and distance,
  or you will forever be lost to the higher light of Yelm. Perform
  your duty with her and father sons for Yelm, but never with de-
  sire. Duty only, duty always: such is our way.
  Where do we live?
  We live in the great Dara Happan Empire, which so-called “new
  nobles” call the Lunar Empire after the Red Moon you see in
  the sky. Our Empire is ancient, vast, and powerful. The heart-
  land of the Empire is Dara Happa, the rich and populous valley
  of the Oslir River.
  Dara Happa is divided into three lands, each ruled from one
  of the Great Cities of Yelm, the Tripolis. The southern land is
  Henjarl, ruled by the hell city of Alkoth where the berserk war-
  riors of Shargash dwell. They are ﬁerce and deadly, but lack our
  discipline and resolve. The land of Vonlath is in the center of
  Dara Happa, ruled by Raibanth, once the Imperial capital and
  still fond of its pretensions. In the north is our land, Esvuthil,
  ruled from the star tower city of Yuthuppa. 
  Induppa, jewel of southern Esvuthil, is our home. Our city
  stands at the conﬂuence of the mighty Oslir and the bountiful
  Kesteran rivers. Induppa is built within a circular wall, and its
  streets radiate from the center where sits the Overseer’s Palace
  and Yelm’s Temple: the design was laid out by wise Buserian,
  the ﬁrst priest, to symbolize the glory of Yelm. Our city is an-
  cient, its walls strong and well maintained, even though our
  lands have known long peace thanks to the armies of the Em-
  peror. We have not outgrown our walls like teeming Yuthuppa,
  or let our defenses slide like the newcomers in Red Fish, who
  steal our ﬁshing rights and pretend to be Dara Happan, though
  their Houses are mere centuries old. Our House compound sits
  near the northern gate; here we have a palace, the temple to Ur-
  vakus, barracks, warehouses, drill square, garden, and dormi-
  tories for the servants.
  How do we live?
  As a decimarch, I command nine hoplites in battle. For per-
  forming my duty, I am allotted food and comforts by the buseri.
  I am issued a house in the barracks. This is where I have raised
  you, as did the countless ofﬁcers of my rank who lived in this
  house before us. Their souls imbue the house with its martial
  essence, and their battle trophies decorate its ancient walls.
  Tradition is all around us, and makes us strong.
  Your mother manages our household, and I listen to her in
  these matters, and so should you.
  What is important in my life?
  Obedience to Yelm’s will and to the orders of your superiors,
  showing proper respect, and in turn demanding respect from
  your inferiors. We are the Rays of Yelm, and you must act with
  the pride, discipline and nobility expected of us.
  Who rules us?
  The higher Tiers of the House nobles. Our house is ruled by an
  Eighth Tier noble whom we only see on holy days and great
  ceremonies, or mounted on a golden horse behind our lines as
  our regiment goes into battle. 
  House Imperator Deregash is a mighty man and a great
  soldier. His radiant authority is derived from a holy proximity
  to the Emperor and our ancestors that you or I see as a distant
  but piercing light. Though I have faced a thousand foes in bat-
  tle, to stand in the presence of Deregash leaves me tongue-tied
  and weak-kneed. I have great difﬁculty in not prostrating my-
  self before his glory, even when he orders me to stand easy.
  The ruler of Induppa is City Overseer Raidadesh the Stolid,
  an old ally of our House and a defender of traditional values.
  It is he who maintains our walls, forbids construction beyond,
  and keeps the garrison forces in regular training. Our local ruler
  is the Regional Overseer of Eastern Esvuthil, Keredenesh Ship-
  wright, who has made the region wealthy but has done little
  for the soldiers and defenses of our land. The Satrap who rules
  this region is a distant ﬁgure living in Lunar Torang: we care
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  A Personal View of Dara Happan Life
  What My Father Told Me
  
  little for his policies or ways, though we give him loyalty and
  obedience, for the Emperor appointed him. Though the Lunars,
  such as your mother, say that their Goddess is all, we know
  that the Emperor is the Avatar of Yelm and that, not his Lunar
  origins, gives him the right of rule. Often the Lunars forget that
  being Moonson does not always make one Emperor. We do not
  forget this.
  What makes a person great?
  Those of the blood of Yelm are great, hence we rule the lesser
  peoples of Peloria. Within our ranks, some are greater than
  others. We all follow one or more of the Ten Masteries of Yelm:
  these are his ways of living, chosen as your life progresses. Each
  of us also follows the gods in some manner, whether through
  devotion to a part of Yelm or to one of the many other Celestial
  cults. We all belong to a house, league, or association. Our Tier
  rank on the Ten Step Ziggurat of Yelm is thus determined by a
  combination of those factors. 
  For example, though I am only a lowly decimarch, I am a
  devotee of Urvakus and thus a Third Tier noble, the same rank
  as my Hundred commander, my brother Gerevesh Shieldbearer,
  who is only an initiate of Vankamant and nothing more. I obey
  him while in battle, but in social situations I am his equal and
  act as such.
  What is evil?
  Rebellion is evil. Not understanding and accepting one’s place
  in the Universe under Yelm is rebellion and all great evil comes
  from this. When Orlanatus slew Murharzarm, the Emperor,
  Yelm was shattered. Every Emperor and noble who has faced
  rebellion has seen terrible suffering and loss as a result. If the
  foreigners of the barbarian lands only knew their place and
  accepted Yelm’s rule, strife and discord would not exist, and
  the world would be returned to perfection, the Golden Age.
  Sadly, they do not yet accept their place nor our rule, and thus
  we have soldiers and armies, war magic and weapons. We ﬁght
  them to end rebellion, end evil, and assert the rule of Yelm
  above all and everything, as it should be, as it shall be.
  What is my lot in life?
  You are my third son and tradition states that the ﬁrst son rules,
  the second is a priest, and the third a soldier. Like you I was a
  third son and like me you shall take your place in the spears of
  our House, perhaps as a decimarch in my place or if you aspire
  to greatness and excel in heroic virtues, maybe higher.
  How do we deal with others?
  When introduced to other Dara Happans, even those of Al-
  koth, show respect and courtesy. They are our brothers and we
  love them. 
  The Empire beyond Dara Happa is ﬁlled with many pecu-
  liar peoples, many of whom hate us for our past victories. With
  them I counsel grave caution: some may be friendly, others
  harbor a secret lust for vengeance and will assail you with cun-
  ning trickery. How will you know? Learn your histories, and
  be prepared for anything. 
  Beyond the Empire are foreigners, the deluded followers of
  Evil. These we deal with on the point of a spear, and never let
  down our guard or show one ounce of mercy.
  Who are our enemies?
  The Orlanatus tribes of the barbaric south are now our greatest
  foes, but in the past Kargzant’s nomad riders troubled our land
  greatly, and they will doubtless do so again. That is why we must
  always maintain our defenses and skills.
  External threats have always been overcome, for we are
  Yelm’s chosen people, but worse than any barbarian army is the
  threat from within: from arrogant nobles, dabblers in new reli-
  gions, and unruly peasants. Only unbending adherence to the
  ways of Yelm can stamp out such scourges.
  Who are our gods?
  Ask your brother Helemshal: he is a buseri, and knows these
  things. I am a servant of Urvakus. He is my god, for he is the
  soul of our Hundred and the ﬁre on the tips of our spears.
  Until you initiate you cannot know of what I speak, for it is in
  the heart, beyond mere words. Go, ask your brother, and he
  will explain.
  What else is there to do around here?
  The needs of the regiment must be met, from training new
  recruits, to guarding caravans to distant cities. When not on
  duty we pray in the temple, bless the table of our family when
  eating, and compete in sports to maintain our strength and
  speed. Playing polo makes a man a great rider, but my favorite
  sport is still shield push: our Hundred has won a dozen trophies
  in the last ten years.
  If you wish to learn more of what it is to be Dara Happan,
  spend time with your brothers in the library, seek out your
  peers or superiors and hear their stories and wisdom. Many of
  our best men gather in the bathhouse or the barracks halls to
  speak of matters best left behind closed doors, of politics and
  plans, outrages against Yelm and ways of ﬁghting them. Join us
  when you are ready.
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  9
  
  Where did the world come from?
  First there was One, called Aether: from him came the Many,
  and from the Many came the One to rule us: Emperor Yelm. 
  Where did I come from?
  Yelm and his brother Lodril, with help from his good wife Den-
  dara, made mountains, cities, animals, and people. They made
  and ruled the world in which we live today. When Yelm had
  children with Dendara, his loyal wife, he left the eldest to rule
  in his place and he was Murharzarm, the second Emperor. 
  Why do we die?
  Murharzarm was slain by rebels who destroyed our perfection
  and Yelm split into his six parts in his grief. Yelm died and all
  beings now die, gods or otherwise. This may sound terrible to
  you and it is! Only his righteous suffering in the Underworld
  brought the rebels back to obedience when they saw the error
  of their ways. Thus, from an eternal night we call the reign of
  Kazkurtum, Yelm reascended and the Empire was recreated as
  we know it now.
  What happens after we die?
  We are the rays of Yelm upon the earth and when our earthly
  vessels die we ascend to the Sky, returning Yelm’s light to him.
  We are judged by his Righteous Gaze in the afterlife. From there
  we may live eternities in the Celestial Cities of the Sky World
  or we may be reborn as Yelm decides. It is the way you have
  used the gift of Light and Life that Yelm has given you in the
  mortal world that determines your status after death. 
  Why am I here?
  As a noble you are here to serve Yelm and the people you rule.
  Remember that all of your authority and power is derived from
  Yelm and he in turn expects you to treat your peasants and ser-
  vants with true nobility. We lead the lesser peoples with the
  radiance of our example, with the purity of our essence and
  the perfection for which we strive.
  How do I do magic?
  You will worship one of the approved gods, according to your
  status, and wield his magic. Common people in Dara Happa
  worship the pantheon and do not initiate into speciﬁc cults. The
  magic they receive is limited, but they have accepted that their
  role is not to wield magic but to serve. Their empowerment of
  our ways gives us of the nobility the High Magic, the magic of
  position.
  What is the High Magic? Every time you order a peasant
  to do something or enter a room, the High Magic is at work.
  Your position and rank on Yelm’s Ziggurat is reﬂected in your
  noble aura: all below you in rank can feel it and will be affected
  by it. Remember how you felt when the Imperator walked past
  you yesterday on review? How your knees trembled and you
  desired to prostrate yourself before his noble magniﬁcence?
  That is the High Magic and it is from Yelm himself—the magic
  of nobility.
  I have heard of other powers. Can you tell me
  the truth about…
  …Chaos?
  This is the ultimate product of rebellion and is the end of the
  world. The Lunars claim to control it, but you cannot control
  rebellion, only destroy it.
  …Rebel Gods?
  Orlanatus the Rebel slew our First Emperor, aided by other
  bad and evil gods. He was banished, but returns to plunder us
  time and again. His rebellion is evil, and he must be destroyed.
  …Sedenya?
  The ways of the Lunar Goddess are within the purview of Yelm’s
  cosmos, and so she is honored, though like all female deities
  she can cause great upheavals and must be watched carefully.
  …Sorcerers?
  Carmanians are sorcerers, and they are evil; some Lunars are
  sorcerers, and they are misguided. Sorcerers are soulless crea-
  tures who cannot see Yelm’s light with their hearts, only with
  their eyes. 
  …Spirits?
  The Darjiini worship spirits and we know what they are like!
  If you wish to cavort with animals in a ﬁeld of dung, persist
  with this curiosity into things that should disgust you!
  I have heard of other races. Can you tell me the
  truth about them?
  All other races are monsters, and should be tamed or eradicated,
  for they are the spawn of Kazkurtum.
  …Dwarves?
  The Iron folk are tolerated for their skills in metal and because
  they hide away from the light of Yelm, for which we can be
  thankful. Their god is a valueless thing of metal and stone,
  without a heart and bereft of the radiant joy of Yelm.
  …Elves?
  Ah, the tree monsters. Some say they worship Yelm, but I say
  ﬁre works well with them.
  …Trolls?
  The digijelm are dangerous monsters, fearsome and magically
  powerful. Best let the Alkothi ﬁght them for their own darkness
  renders them immune to much of the power of the Black Ones.
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  The Glorious ReAscent of Yelm
  Lore from the Star Seer
  The Ten Gods of War
  Yelm has three weapons: the Spear (Hastatus), Bow (Sag-
  ittus), and the Mace (Ulkamoon). All three are available to
  the Ten Gods of War sanctioned by Yelm and his priests.
  Currently the Ten Gods of War are Shargash the Destroyer,
  Urvairinus the Conqueror, Elmexdros the Warrior, Yelm-
  gatha the Hero, Vankamant the Hoplite, Kastokus the Horse-
  man, Erraibdavu the Hunter, Tarnils the General, Anirestyu
  the Logician, and Karvanyar the Dragonslayer.
  
  The Gods’ Wall
  The Gods’ Wall is our most sacred monument. It was made at
  the start of the world, stamped into the eternal cliffside at
  Eggar-lodril, and on it are the 111 gods and goddesses we rec-
  ognize, from Emperor Yelm and his court down to the lowly
  and corrupted Bad Deities of Below.
  Yelm
  Yelm is the Emperor, all that is noble, martial, righteous, and
  pure. He has six parts to his soul. All humans, even foreigners,
  have at least one of those parts, and those of us who know Yelm
  best have more than one, and are thus powerful or pious. 
  Yelm is so great that none can worship him in his entirety,
  so we follow the cults of his aspects. Yelm is Noble, Warrior,
  and Priest; many cults follow a particular aspect of his power
  and glory. The noblest Houses follow the Emperor-cults: the
  Imperial ancestor who gives them favor was sanctioned by Yelm,
  and so their powers of nobility are rooted in Yelm’s splendor and
  right to rule. 
  Most people gain their magic from knowing their soul part
  of Yelm or from following the pantheon and worshipping Yelm
  Ruler of the Cosmos.
  Dayzatar
  Distant Dayzatar is the light of the Sky World, and is so far be-
  yond even the Sky Dome that he is beyond any mundane con-
  cerns. Only the most devoted priests follow him to spend
  their lives skygazing.
  Lodril
  The brother of Yelm wallowed in the Earth and was
  forever exiled from the Sky thanks to his iniquity, yet
  he has a role to play. The Lodrili, peasants and
  lower class urbanites, follow Lodril and his
  many aspects and manifestations, for he is a
  Great God, potent in war, in earth magic and
  in the secret ﬁre that can destroy nations
  when it is unleashed.
  Lodril’s Ten Sons and Servants are the
  main gods of supervising and working
  Lodrili. Without them the cities, irrigation,
  fields, canals, and ships that we depend
  on would not exist. Lodril is the solid
  ground over which our nobility can
  tower. Respect him as such, but do
  not let his children forget their place.
  Buserian
  The god of priests and sky watching,
  Buserian is the son of Yelm and god of
  the bureaucracy. Countless scribes, ac-
  countants, and wordsmiths follow his
  many forms and maintain the Empire.
  It is they who order the Empire, sort
  its wealth and allot its resources.
  Shargash
  Shargash is the great and furious
  son of Yelm who destroyed the
  world to save it from Kazkurtum.
  He is the god of Alkoth and the keeper of
  demons. His people are ﬁerce and deadly,
  powerful and mad. 
  Antirius
  The Sun above us is Antirius, the part of Yelm that holds his
  nobility and the Sunspear. All Emperors worship him, as do the
  nobles of the many Emperor cults. One cannot be a noble in
  Dara Happa without giving some worship to Antirius, and one
  cannot worship Antirius without being a noble. 
  Erissa
  Erissa is the White Lady, the most powerful healing goddess in
  the world, for she serves Yelm. Where she sees hatred, she brings
  love. Where she senses pain, she brings comfort. Where she
  ﬁnds discord, she brings joy. She healed the hate of the Rebel
  Gods so that they saw the evil of their ways.
  Lokarnos
  The Mover is also vital to the Empire; he provides transport for
  the goods of Dara Happa with his wagons. He is the source of
  the gold wheel coin, and his cult is in charge of all transactions
  of Imperial wealth and goods. Some of his newer cult heroes
  have begun to trade, much like brazen Etyries of the Lunar
  pantheon, but this is a mistake, and will doom us to the evils
  of Lunar commercialism.
  Dendara
  The good wife, Dendara is the goddess of obedient wives. We
  love her and honor her ways, for she respects her place and the
  prominence of Yelm.
  Oria
  Oria is the great goddess of Dara Happa, blesser of all
  forms of nourishment and mother to countless child-
  ren. She is the main Lodrili women’s deity
  and we accord her similar value as we
  do Lodril.
  Oslira
  Mighty Oslira is the goddess of the
  river, tamed by Murharzarm and the
  source of the bounty we call Dara
  Happa. She is at times turbulent and
  troublesome, but the Ten Sons and
  Servants of Lodril control her, and her
  priesthood is relatively obedient. She
  too has many children, mostly traders,
  fishers, and boaters.
  Deshkorgos
  Deshkorgos is the God of the
  Underworld, whom Lodril de-
  feated and bound into a prison
  with the worst of its denizens.
  He has a role to play as keeper of
  demons, and his priests are sanc-
  tioned, if despised.
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  Who are you?
  I am Imarjarin Seven-Shrines, I am your mother, and you love
  me. I am matriarch of our prosperous and healthy household, a
  Priestess of Ernalda Great-Mother, and a loyal follower of Queen
  Varadis of the Old Earth Alliance. I am the Walker of the Seven
  Clay Pot and Spoon shrines, who takes Ernalda’s blessings to
  those who cannot come to the temple. 
  Who are we?
  We are the Hulta family, a lineage that has produced many
  priestesses. We are proud to be Esrolians.
  What makes us great?
  The Goddesses make us great: they show us the better way to
  live and protect us from the competitive hierarchy of male
  rulers whose errors nearly destroyed the world. Imarja the
  Great Goddess, who made us one people in one land, saved us
  from destruction.
  Women’s wisdom makes us great: the Ring of Women took
  the rightful role as leaders after the Sword and Helm War, when
  so many men died that our people were doomed. But through
  their wisdom we found that there is always another way.
  Love makes us great: we are ﬁlled with compassion; is not
  a mother’s love the strongest thing in the world?
  Fertility makes us great: our lands are rich and plentiful,
  our stores are full, our children strong and healthy and our
  herds are plentiful, all through the blessing of the Goddesses.
  Community makes us great: we come together to talk and
  listen, to share and belong, and everyone is shown their place
  and knows their duties.
  Where do we live?
  Our land is called Esrolia after Esrola, the Earth Mother. We are
  the Daughters and Children of the Earth. We live in Pennel, a
  ﬁne river town in bountiful Esrolia, the “great-rivered land,” of
  lush ﬁelds, glorious temples, towns and cities and happy homes.
  To the east is the bay of Choralinthor, a child of Esrola who gives
  up his bounty in honor of the Goddesses. To the south is vol-
  canic Caladraland, which warms the Goddesses; to the north-
  east is the Shadow Plateau, which protects them for love.
  How do we live?
  Most Esrolians are farmers, and most of the land is a vast patch-
  work of wheat, barely, oat, and rye ﬁelds. Where there are not
  fields there are orchards and vineyards of succulent fruit. Every-
  body’s pantry is ﬁlled with good food, so every home is happy,
  and there is no reason to squabble or go hungry.
  Women and men work together on the land, although it is
  the women who own the farms. We keep the men laboring: a
  well-worked man is a happy man, whose mind is far from war
  and discord.
  Our villages and towns are central to our lives, where we
  work, pray, talk and sing together. The Councils, groups of
  elder women, guide the villages through day-to-day life. When
  not working in the ﬁelds, we set our hands to crafts; the women
  weave peace rugs, and use the time to plan and prepare for
  days ahead, while the men carve, hammer, and gossip.
  Nochet is the greatest city in the world, a metropolis of a
  hundred thousand souls living in harmony under the leader-
  ship of the matriarchs. Within the city, folk group together in
  great squares of houses centered on a shrine, market or craft
  hall. Crafters gather together into guilds to support one anoth-
  er and share their secrets. Traders sell their wares at the great
  daily markets, or travel through the villages to haggle for spare
  grain and local wares.
  Many great and bountiful temples bless our land: huge
  complexes where great sisterhoods of priestesses gather to wor-
  ship the Goddesses, guarded by Babeester Gor warrior women.
  The three greatest temples are Ernalda’s Home at the heart of
  Esrolia, Asrelia’s Retreat in the north where the Grandmothers
  divide the harvest, and the ancient Necropolis, where the
  Queens’ tombs stand.
  We are a peace-loving people: we are the great negotiators,
  and the Peace Rugs of Orventili are carried to every meeting,
  even in times of war. We always seek a peaceful solution to
  every argument; if two women cannot agree even after seven
  days of talking then they seek an arbiter to help their decision.
  If war comes, then the Goddess made it that men can die,
  but the land and people can survive without them: we thank
  them for this, and are grateful. Before any husband goes to war
  he lies with his wife, so that if he dies his life may be reborn.
  Then he goes to the muster, led in our defense by the daugh-
  ters of Vinga and the wisdom of the Queen.
  What is important to us?
  Family, peace, community, and full stomachs: these are the things
  we yearn for and the things that the Goddess rewards us with.
  Who rules us?
  Our Queens are all heirs to ancient earth traditions by birth or
  by choice: no one knows how many there are at any one time,
  as new queendoms are founded and old ones die out. The
  Queens establish how Esrolia is governed: it is they that rule
  us. They are all priestesses of the Goddesses, and so are led by
  divine inspiration as well as women’s good judgment.
  The Queens gather together into factions, each organized
  around a different Year Father. This is the name given to a cere-
  monial male deity important to the local religion. Once the
  wicked Pharaoh, so-called “God-King” of the so-called “Holy
  Country,” usurped the position of Year King in most of the rites
  and tried to rule Esrolia, but he is dead now and the old rites
  have returned.
  We are followers of the Old Earth Alliance, which is led by
  Queen Varadis; our Year Father is Fethel Bav, a son of Argar
  Argan. We work to reinstate the practices of the Rites of Dark-
  ness, which existed when the Only Old One ruled the land. Our
  faction has strong ties with the trolls of the Shadow Plateau,
  with the priestesses of Asrelia, and within Nochet.
  What is evil?
  There are those who will foolishly tell you that the rule of men
  is evil or that war is evil: this is not true, as both are just fool-
  ish and unfortunate. The true evil in the world is Chaos, which
  seeks to corrupt and pollute and destroy. Erveria’s followers are
  able to sniff out Chaos and see through falsehood, and Bel-
  veren’s healers can cleanse its curse, but you must fear it.
  Failure to communicate is evil. If the other factions would
  only listen to Queen Varadis, this foolish civil strife would end.
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  A Personal View of Esrolian Life
  What My Mother Told Me
  
  What is my lot in life?
  You should work hard, respect others and do good things; for
  that, you will be remembered and blessed.
  One day you will ﬁnd a man who appeals to your senses,
  and want to marry. He will come to our home and live under
  our roof and his mother shall pay for his wedding. When you
  are ready we will call together your kinfolk and build you a
  home of your own. You will inherit my house one day and per-
  haps—if you choose—follow in the footsteps of your fore-
  mothers and become a priestess.
  One day you may have children, girls to make you proud
  and boys to look after you in your old age, but both will leave
  worry lines on your brow.
  One day, if the Goddess chooses, you will become a grand-
  mother. Depending on the course of your life, you might per-
  haps sit and count grandchildren and corn with the priestess
  of Asrelia’s Retreat, or mourn for your lost kin and tend the
  dead within the Necropolis.
  What is the difference between women and men?
  Women are the landowners, the heiresses and the interpreters
  of the Goddess’ words. Women dominate politics, trade and
  religion, which makes us different from those around us.
  Men are great workers, our lovers and devoted husbands,
  and we cherish them dearly. Just as we represent the Goddess,
  so do they represent the Husband-Protectors, the gods who de-
  fended the Goddess. They ﬁght for us if we cannot make peace,
  they lift us up when we stumble, and they hold our hands when
  we need comfort.
  What men are not is leaders. This has been proven a thou-
  sand times. They are too warlike at heart, their focus blurs, and
  they soon forget their charges.
  How do we deal with others?
  We love our families: they are the core of our lives and should
  be protected with all our strength. You may argue with your
  cousins and sisters, but these squabbles are soon put aside when
  crisis comes.
  Our community is those people we live near in Pennel: Ivya
  the Council Woman, Felchari the ﬁshmonger, Rolsa the baker,
  and many more. We seek their respect, and do good by them
  so that they will do good by us. They are nearly family and are
  to be defended in a crisis, as we hope they would defend us.
  Friends are like family and should be treasured, but they
  do change and you can grow out of friendships. Cherish them
  while they last.
  There are so many folk in Esrolia that you cannot know
  them all. You must use caution, so hail a stranger with Ernalda’s
  Cheer to see if they are friendly. The bounty of Esrolia is great
  and her gifts attract foreign people to our villages and cities. If
  they come in peace, they are welcomed, but if they threaten
  you, then call the hue and cry!
  Who are our enemies?
  Those who seek to steal our bounty are our enemies. We are
  fortunate that our good sense and peaceful nature do not lead
  us into conﬂict, but even so to the west the Warlord Greymane
  encroaches upon our lands, raping, pillaging, and tearing at our
  borders. Some ignorant factions say we should ally with him;
  the Old Earth Alliance knows that we must resurrect the Only
  Old One to protect us again.
  Who are my deities?
  Ernalda the Earth is the greatest Goddess: she is the Allmother,
  the Healer, the Queen, everything to which we aspire, and we
  worship her in all her aspects. Esrola the Earth Mother is most
  beloved. Imarja is the great protectress who shows us the way
  to live and provides the simplest magic, yet she is beyond mor-
  tal comprehension. All of Ernalda’s family are loved and held
  dear: Voria the Daughter, Redalda the Horse, Asrelia the Grand-
  mother, Babeester Gor the Avenger, Maran the Shaker, Vinga
  the Protectress, and Ty Kora Tek the Crone are all revered.
  These are just some of the Goddesses we know, but every
  farm, village or city may know a dozen or more daimones of
  the earth, land, and folk.
  The men worship their own gods. Foremost are the
  Husband-Protectors: Argar Argan the Dark, Orlanth the Wind,
  Elmal the Sun, Rozgali the Sea, and Vestkarthen the Volcano.
  All defended Ernalda, even from their own kin. Other deities
  are known, such as Humakt the Sword, Epikhor the Librarian,
  Voudisea the Lance Goddess, and Harst the Reeve; but none is
  so beloved as Ernalda.
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  Where did the world come from?
  Once there was nothing but darkness and the Endless Sea that
  covered everything. Imarja made the world grow, and Ga the
  Great Earth emerged from the depths. Mountains, plains, ridges,
  and hollows rose above the waves. Gata was born, and she in
  turn birthed the twin daughters Asrelia and Ty Kora Tek, who
  dwell within the earth. Asrelia’s daughters were Maran and Er-
  nalda, whose bounty and beauty brought the land to life. Er-
  nalda was wooed by many suitors, and gave freely of herself,
  populating the world with goddesses and gods. This was the
  Green Age, when seeds ﬁlled all the world and no drought or
  famine visited the land. Everyone was equal, and all lived in
  eternal peace and plenty.
  Where did I come from?
  You are made from the clay of the Goddess, born from her love
  and perfection. You were made in her form, a vessel ﬁlled with
  life. We are all children of the Goddess, treasured and loved.
  Why do we die?
  We die because First Ancestor was murdered through the jeal-
  ousy of men, and Ana Gor, Goddess of Death, came into the
  world to take all his children. Ernalda was once thought dead
  in the Gods’ Age, but she only slept and drifted through the
  world to Hell in order to heal the world. Other goddesses slept
  with her to save the world, but all were reborn with her. You
  too will die.
  What happens after we die?
  Nontraya was Ernalda’s spurned lover who tried to steal her
  body when she slept. Her kin hid her body, thus our bodies too
  are buried, returning to the earth. Our souls go to the caverns
  under the earth, where Ty Kora Tek the Keeper watches over
  them until they awaken again to new life.
  Why am I here?
  You are here to serve the Goddess, to populate the world with
  joy and children, just as she did. We are here to live, to love,
  and to seek peace within the world. Our endeavors will one
  day return the Green Age.
  How do I do magic?
  The Goddesses give you your magic, the soul of our lives, that
  which animates our clay. Imarja and Our Good Friends give
  you Home Magic to make life easier, but it is Ernalda who gives
  you the greatest power: she blesses your home, ripens your
  corn, heals your children, and makes your life rich. The boun-
  teous goddesses each have their gifts: Esrola and her children
  feed us, Vinga protects us, Asrelia keeps the harvest, Ty Kora
  Tek tends the dead, and all the good goddesses bless us.
  What about gods? Can you tell me the truth
  about them?
  Men worship many gods, but it is the Husband-Protectors who
  help Ernalda, rather than try to rule her. Orlanth the Storm,
  Elmal the Sun, Rozgali the Sea, Argar Argan the Dark, Flamal
  the Green, and Vestkarthen the Deep are most revered. They
  protected the goddesses and even stood against their own kin
  to defend their wives, such was their loyalty.
  …Argar Argan?
  The Night Tribe attacked Ernalda without thought, but Argar
  Argan, Son of Night, loved Esrola and used words of peace to
  stop his kin. He was gifted with Ernalda’s bounty, and showed
  us the way to deal with the darkness. Ezkankekko, our Only
  Old One, the son of Argar Argan and Esrola, led us wisely for
  over a millennium until murdered by the Pharaoh.
  …Elmal?
  The Sky Tribe formed the Stagnant Empire. The Emperor sent
  Angdartha to trick the foolish men of old. He killed them and
  kidnapped Esrola, but Ernalda showed the women the dances
  that forced him to free her. Bright Elmal the Sun turned against
  the Sky Tribe for love of Esrola, and he is now king of the Day
  Tribe. Ernalda made him her husband and set him in heaven
  to watch over her.
  …Flamal?
  Flamal is the father of plants, source of all things that grow. His
  greatest daughter is Aldrya, whose mobile children, the elves,
  worship the verdant earth. Although Aldrya is wild and unruly,
  Overdruva shows us how to communicate peacefully.
  …Orlanth?
  Orlanth is the King of the Storm Tribe, who defended Ernalda
  against his rapacious brothers. His wooing of the Goddess is
  legendary; eventually she consented, but only after teaching him
  self-control. Like all men, Orlanth was reckless, and his actions
  nearly destroyed the world. Ernalda left him, making him follow
  her to Hell to set the world right again and atone for his deeds.
  …Rozgali?
  Magasta is the King of the Sea Tribe. He ﬂooded the world, but
  Rozgali his kinsman turned against him and warned Ernalda,
  who built a great breakwater to defend her people. His actions
  earned him the affections of the Goddess, even as his brother
  had once loved Esrola. The sea eventually quieted, and the god-
  desses calmed and loved the rivers that still remained.
  …Vestkarthen?
  Vestkarthen is the great lord of the ﬁre within the earth. When
  Chaos came, he fell from the Sky into the Earth, who bore him
  children named Caladra and Aurelion. He was wounded unto
  madness, and so the Goddess sent Argar Argan to imprison
  him until the love of his children could tame his volcanic fury.
  I have heard of other powers. Can you tell me
  the truth about…
  …Chaos?
  Chaos is the great enemy: what it kills cannot be reborn, what
  it destroys cannot grow again. Chaos creates monsters of chil-
  dren, devours communities from the inside, and eats away the
  world. Hate it and destroy it!
  …Mostal?
  Mostal is the mechanical King of the Stone Tribe. He became
  cold and calculating when his brother Stone was killed and be-
  came unmoving, and now he seeks to undo that tragedy by re-
  pairing that which is not broken.
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  Teachings of the Earth Woman
  The Esrolian Priestess Speaks
  
  …Sedenya?
  The Red Moon was once a mortal girl who coveted the power of
  Imarja, so she wrapped a piece of the earth around her and rose
  into the air, leaving behind a great wound that pains us yet.
  Her armies and priests seek to conquer the world, but when they
  tried to reach the Home of the Goddess they were halted by the
  Building Wall and turned away. The Goddess’ wound must be
  healed, but like a patient mother she will wait until the right
  time to teach her errant daughter her lesson of life.
  …Sorcerers?
  Some people are like empty pots: they have lost Ernalda’s spark
  in their lives and follow false hopes, seeking invisible powers
  that have no meaning. Sometimes this false worship can make
  new things, like Zistor the Machine, but when that was broken
  it was shown to be nothing but metal. We pity them, and let
  them live among us, hoping to ﬁll their emptiness.
  …Spirits?
  Some spirits are remnants of the Gods War, some are unformed
  entities, some are the ghosts of the lost. The Earth Witch holds
  them for Ernalda, and the priestesses of Ty Kora Tek can send
  them to the Silent Caverns to be reborn as whole beings.
  Goddesses of Esrolia
  Imarja, the Great One, Our Savior
  Imarja is the wise mother who saved her children from the wars
  of brutish men. She brought them to Esrolia and gave them the
  Eight Silent Songs binding them to their land, and the Ninth
  Silent Scream to halt men’s follies. She is the primal feminine
  force, and the source of the Earth Tribe.
  Asrelia, Giver and Keeper of Plenty
  Asrelia once roamed the world, beautiful and desired, but in
  the Stagnant Age she retreated into the earth. She took with her
  all that which the Earth Tribe’s enemies coveted, including her
  daughters. She sustained them through the Great Darkness so
  that the world could live again.
  Ty Kora Tek, Crone and Holder
  Ty Kora Tek is the tender of souls, the keeper of all things good.
  When death came to the world, many souls came to the Under-
  world, where Ty Kora Tek dwelt. She aided and sheltered them,
  but she would not release them from her grasp. She kept every-
  thing back from the world until it needed it most, and only her
  love of her sister Asrelia weakened her hold at last so that she
  ﬁlled the sorry emptiness.
  Esrola, the Earth Mother
  Esrola is the very fabric of the earth. All people, animals, and
  plants, everything within or upon the earth, is part of her. She
  is the mother of the Grain Goddesses, who feed us: Esra Barley,
  Pelora Wheat, Suchara Rye, and Usara Oat. She is mother of
  the Animal Mothers, who serve and feed us: Uralda Cow, Entra
  Sow, Nevala Ewe, and Isbarn the Goose Girl. She is the abund-
  ance of the land and the great provider.
  Maran, the Active Earth
  Maran is the creative and destructive energy of the earth. Once
  she danced to create the valleys and hills, shaping the world.
  Then she stopped dancing, summoning earthquakes against her
  foes. She fought until everything was dead, including herself.
  In the caverns of the dead she was reunited Ernalda and Esrola,
  and together they remade the world.
  Ernalda, the Great Goddess
  Ernalda is the power that animates the world, so great it could
  not exist without her, so great that mortals cannot comprehend
  her. Instead, she manifests herself as the many Earth Goddesses.
  Ana Gor, Goddess of Death
  She was created with the ﬁrst murder, entering the world to
  become Death. Many stole her powers and drove her away, but
  she always comes back, forever a part of the universe. She
  comes to take the Year Fathers during the ceremonies to com-
  plete the cycle of fertility.
  Vinga, Defender of the Defenseless
  Vinga is the warrior goddess who took the secrets of war from
  men and made them into the skills of protection. She is there
  when women need to defend themselves, when they must seek
  revenge alone, or when they must ﬁght hard in childbirth.
  Babeester Gor, the Bloody Avenger
  The Avenging Goddess was born when Ernalda lay dead, at the
  place where her Axe Hall now stands. She saw the dead god-
  desses about her, and leapt up with axe in hand to hunt down
  her family’s murderers and take bloody vengeance. She is the
  defender of the temples, guardian of the Goddesses, and the
  wreaker of revenge.
  Voria, the Girl’s Goddess
  Voria was the herald of the ﬁrst spring, when Life returned to
  the world after the Great Darkness. She is the goddess of young
  girls, worshipped for her innocence.
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  Who are you?
  I am Lady Mesinthe of Beauchief, wife to Sir Chotaran. While
  he is away on the Crown’s Business, I am Provost of Salt Point.
  And, always and ever, I am your mother.
  Who are we?
  We are the Beauchief. For ﬁve generations, our family has held
  Salt Point for the Count of Vizel.
  What makes us great?
  We have a proud heritage. Your great-grandfather Haurstan
  Book-and-Blade single-handedly converted ten villages of Hen-
  dreiki pagans after slaying the horse-demon that terrorized
  them, and your father has told you of his own feats many a time.
  Yet glory is not a family heirloom like Haurstan’s sword, but a
  ﬂame that each generation must rekindle for itself. You will
  make us great, just as will your sons and daughters in their turn.
  Where do we live?
  Beauchief is a small, but pleasing village at the end of Salt Point,
  where the cold waters of the fjords crash into Choralinthor
  Bay. According to the soul-take, as of last year, 402 adults live
  within the village itself, half Esvulari and half Hendreiki, and
  there are perhaps another 500 Hendreiki living in small farms
  and ﬁsherfolk crofts in the rest of Salt Point.
  How do we live?
  The Beauchiefans are ﬁshers: the little boats go out onto the
  Bay every morning, while every evening the Hendreiki eel-ﬁsh-
  ers head into the Great Brackmarsh in their willow-branch cor-
  acles. We eat much ﬁsh, but most of the catch is unloaded and
  sold at Vizel of an evening or preserved in the salt pits outside
  our walls and sold in markets across Esvular. With the pro-
  ceeds from this trade, as well as the taxes we charge on our Salt
  Sellers, we buy the grain, meat and other foodstuffs we need,
  as well as timber and bronze. The soil on the promontory is
  not very fertile, but we do also have a little orchard, vineyard
  and vegetable gardens.
  What is important in my life?
  What do you want to be important? Honor and responsibility,
  obviously, but Saint Aeol put it most plainly in the eighth canto
  of The Examples of Karatch: “No one can make you do any-
  thing. Only you can ﬁnd your own song, and then only you
  can sing it. If you do not, that song will never be heard.”
  Who rules us?
  This you need to understand, for soon you will become a man
  and take your place in the family council. Your father may
  want you by his side in distant Dragon Pass or else you may
  serve as my seneschal here in Salt Point.
  Heortland’s king has long owed fealty to other rulers.
  Once, it was the Only Old One, then the so-called “God-King,”
  but his union of nations broke when the Pharaoh was killed.
  Heortland’s royal line ended in 1617, when the king died with-
  out an heir. A bloody-handed foreign mercenary called Rikard
  Tigerhearted seized the throne. We spilled no tears when he
  was deposed by the invading forces of the Empire. They placed
  Bandal Tigerbane on the throne, but real power rests with the
  Imperial emissaries from the far north.
  We are not yet sure what to make of these oh-so-polite men
  and women, with their talk of Lunar inclusion and Solar might.
  They are so blinded by their fear and hatred of our pagan kins-
  men in Dragon Pass that they seem to feel that wind itself is
  their enemy. Your father fears this will become a problem in
  the future, but for now they smile sweetly and appoint our
  knights as sheriffs throughout Heortland and even southern
  Sartar. That is where your father is now, trying to bring hope
  and justice to a tribe that has just been ‘paciﬁed’ by the Empire.
  I ﬁnd it hard to reconcile what he writes in his letters with the
  smooth reassurances of the Lunars I meet, but as Saint Aeol
  said, “Heed deeds, not words alone.”
  A long answer to a short question! We hold Salt Point for
  the Count of Vizel, who has pledged his fealty to the Earls’ Con-
  clave. So long as the Earls accept King Bandal and the Lunars
  as their legitimate lords, worthy of support, then so do we.
  What is the difference between men and women?
  There are physical and theological differences, but they should
  not be considered natural laws. It is generally the case that
  men do the farming, ﬁghting and ruling, while women raise
  the new generation and keep the home. But here I am, Provost
  of Salt Point, while your sister Elﬁne plays not with dolls but
  mace-sticks and platter-shields, fancying herself already a war-
  rioress of Saint Inganna!
  What is my lot in life?
  You are the son of a knight and in line to inherit the sigils of
  Beauchief. This is a great honor, and a great burden. There are
  those who have adopted these new-fangled western ways of
  sending their young men away as ‘squires’, but your father and
  I believe it is more important that you understand your people
  and your duties. That is why, as well as being tutored by Sacri-
  ficer Parsovil and trained by Sir Banfred, you have picked apples
  and ﬁshed the Choralinthor with our Hendreiki, sat by my side
  as I held the Windsday Court, and walked the Lesser Pilgrim-
  age to the Font rather than riding on your ﬁne Eauban pony.
  Your lot is to rule your people with justice, honor, com-
  passion and understanding. Do that, and when it is your time
  to pass through Saint Aeol’s Peaceful Passage, your soul will be
  clear and your life-hymn harmonious. Make us proud.
  How do we deal with others?
  With honor and honesty. We Esvulari have been loyal servants
  and allies of every ruler of Heortland, even that mercenary Rik-
  ard, not because we are opportunists and turncoats, but for
  precisely the opposite reason: because we are scrupulous in our
  dealings with everyone. When we take on a responsibility or
  pledge our allegiance, that means something to us. Even when
  your uncle Haurlev turned against Rikard, he took the path of
  honor, personally seeking audience with the tyrant to denounce
  him. Aeol bless his honest soul, we miss Haurlev so, but still
  we are proud of him.
  Remember that almost everyone has some good in them,
  and just because others’ ways are different that does not make
  them bad. Treat the Hendreiki as you would Esvulari. They
  have not yet come to accept that their ‘Orlanth’ is really Saint
  Worlath, not yet been baptized into the Aeolian faith, but they
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  A Personal View of Esvulari Life
  What My Mother Told Me
  
  are good people. Some Hendreiki are even lords in their own
  right, although most are peasants and ﬁshermen.
  There are some strangers we must oppose, though. Here
  in Salt Point, we need not fear the corruption that roars and
  slithers from the Chaos Woods to the north, nor need we fear
  the dark men of the Troll Woods. But like all coastal villages,
  we face the raids of the Wolf Pirates and other corsairs. That is
  why such a small village nonetheless has an earth rampart and
  palisade, and why the knights of Saint Ehilm man their stone
  watch tower, day and night.
  But other strangers we would prefer to greet as friends.
  After all, Saint Aeol did say that “Dialogue is the ﬁrst option,
  warfare the last.” That is why we call our warrior orders the
  “Last Optioneers.” Yet while it is always glorious to bring the
  Karatch of Saint Aeol to an unbeliever, you should not try to
  force them to heed the Word; that is neither right not sensible.
  We show our faith by our deeds, and let others come to us.
  What is evil?
  The worst evils are those that dwell within our own hearts. Ar-
  rogance, bigotry, hatred, disloyalty, wasted potential, falsehood,
  all these are evils.
  These evils will take shapes. Personally, I think that this is
  really what Chaos is, but it is not something about which I know
  much. But certainly you can see the other manifestations and
  forms of these evils, like the callous selﬁshness of the machine-
  people of God Forgot or the self-righteous impiety of the Ro-
  kari. Their church is a western caricature of our Aeolian ways,
  brutal when we are forgiving, bigoted where we are open.
  Who are our enemies?
  As I said, Chaos and the pirates who would pillage our towns
  are our enemies. There are always those who would destroy
  rather than create, and we must not shirk from delivering them
  an appropriate rebuff. As he has told us all on more than one
  occasion, your father distinguished himself in the campaigns
  against the Two-Hook Bandits of the Upper Bandori. When
  you are older, you will defeat our enemies as well.
  Whom do we venerate?
  From Beauchief you can just about see the White Faces, where
  Saint Aeol’s blessed countenance looks out across the bay. When
  you take the Chalk Road to Vizel you pass right beneath it, and
  no doubt feel his calm, inspiring presence. Saint Aeol was the
  true messenger of the Creator, and he baptized and converted
  the pagan storm gods, awakening them all to truth, from Saint
  Worlath the Free to Saint Bartath the farmer.
  Do you remember your catechism? Here are the main saints
  whom we worship in the name of the Creator and Saint Aeol:
  Saint Ankormy, the Scholar
  Saint Bartath the Farmer
  Saint Bran, the Smith
  Saint Chalarn, the Healer
  Saint Donandar, the Choirist
  Saint Dormal, the Sailor
  Saint Earna, the Good Wife
  Saint Ehilm, the Watchful Sun
  Saint Inganna, the Warrioress
  Saint Ishaar, the Merchant
  Saint Odal, the Hunter
  Saint Taurox, the Sacred Bull
  Saint Worlath, the Free Wind
  But we can all be saints in our own little way, even as we revere
  and respect these great saints of blessed memory. Remember, my
  son: your life is yours to shape. When Saint Worlath’s cheery
  breath sends the windmill’s vanes turning above you, or you
  watch Saint Ehilm’s golden light sparkle on Choralinthor Bay,
  remember that this is a wonderful world, and it is up to you to
  play your part in shaping it. Be good.
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  17
  A Prophecy of the Hero Wars
  Saint Aeol's Peaceful Passage
  Unites our world and his,
  Extending Joy and Solace
  Into the storm's abyss.
  Until the Day of Closing,
  When sacriﬁce is due,
  And heav'nly conﬂagration
  Will every world renew.
  
  Lift eyes unto the heavens,
  With blessèd air ﬁll lungs
  Aeol’s Word bear witness
  With life, with deed, with tongue!
  Where did the world come from?
  All earthly possibilities,
  Were from Creator born.
  One Holy Power Invisible,
  Our God who made the world.
  Where did I come from?
  This world he did populate,
  With life of every kind,
  To worship and to honor
  His heart, His soul, His mind.
  Why do we die?
  Alas the One Whose Name’s Forbidden
  Did our Lord betray. 
  Though He has truly Risen
  We mortal price must pay.
  What happens after we die?
  We go through Peaceful Passage,
  Aeol washes sin clear
  ‘Til we can rise to Solace,
  One with our God most dear.
  Why am I here?
  While earthly life we’re living
  We witness Aeol’s creed.
  A life without his message
  Is tragic waste indeed,
  How do I do magic?
  The pow’r of our Creator
  Is boundless in its might.
  In Aeol’s name we call it,
  That we may ﬁght for right.
  I have heard of other powers. Can you tell me
  the truth about them?
  When Aeol wrote the Karatch,
  He bade us to unite,
  Back into truest harmony
  These shadows of the Light.
  …Chaos?
  And yet all Lights have Shadows,
  And Chaos does assail
  All that is Right and Proper:
  ‘Gainst it we cannot fail.
  …Heathen Spirits?
  In the Creator’s world-hymn,
  These are but single notes.
  One day they will ﬁnd purpose
  And roar from all our throats.
  …Pagan Gods?
  For like the pagan idols,
  They one day will convert
  And take their place among us,
  The Karatch to assert.
  So pity the poor pagans,
  By superstition bound
  But Aeol’s Word shall save them
  From ignorance profound.
  Worlath for one was lost to us
  The pagans used him ill
  Saint Aeol showed him just how
  His fate he could fulﬁll.
  ‘Orlanth’ into Aeol’s
  Baptismal pool submerged.
  And choirs of angels hymned him
  As Worlath did emerge.
  And so the Wind was tamèd,
  The storm was brought to heel,
  And will the Moon then join it
  In Aeol’s commonweal?
  For powers elemental,
  Are naught without the Word,
  Passions without purpose,
  Hymns unsung and unheard.
  Magasta, Yelm, and Xentha,
  Imarja and her kind,
  Are waiting for Saint Aeol,
  Salvation genuine.
  …Western Churches?
  For others speak of Solace,
  And claim Creator’s writ,
  But empty Words suit only,
  The dunce or hypocrite.
  And only in the Karatch,
  By Peerless Aeol penned
  Has God revealed the Passage:
  This mortal world transcend.
  …Aldrya?
  The wood folk are not soulless
  But they still won’t admit
  The Holy Hymn that they all hear
  Comes from Aeol’s pulpit.
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  A Hymn from the Liturgist
  What the Sacriﬁcer Sings
  
  …Kyger Litor?
  So too the dark men have their own
  Sacred song secrets too.
  The day will come when they will see
  That Aeol all these knew.
  …Mostal?
  The dwarven hives are ordered
  By metronomic tone.
  How long till they do realize
  That they are not alone?
  For all the races of the world
  On land, in sky, at sea
  Are bound by common harmony
  As Aeol did foresee.
  Saints of the Aeolian Church
  Saint Aeol, the Communicator
  He came from farthest westlands,
  He spoke of Hope and Life.
  He won war with his kindness,
  Brought peace where there was strife.
  Saint Aeol healed the dying,
  Saint Aeol saved the dead.
  Saint Aeol spoke to one and all
  Touched heart and soul and head.
  The pagan folk he did convert,
  New ways they did embrace.
  No more was blood shed
  sacriﬁcing
  Bread did take its place.
  And when his time was over,
  Creator called him home.
  And saints and angels see him
  Beside his Father’s throne.
  Saint Worlath, the Free
  Once a pagan thunderer,
  But was no master he,
  A slave to bestial passions,
  ‘Til Aeol set him free.
  Saint Taurox, Sacred Bull
  Saint Taurox, simple servant,
  Strong in faith and arm,
  From the blight of Chaos
  Protects his folk from harm.
  Saint Ehilm, the Watchful Sun
  From his sun-bright station,
  Saint Ehilm stands his watch.
  Though we offer peace to all
  Aggression we must scotch.
  Saint Earna, Wife and Mother
  For we’ll not let disharmony
  Intrude upon the home,
  The family and hearth-place
  Earna calls her own.
  Saint Bartath, Saint Mister Farmer
  Where honest Mister Farmer,
  Will hard work sanctify
  And when the day is over
  Sing hymns of praise on high.
  Saint Chalarn, the Merciful Beginning and End
  And Saint Chalarn the white-clad,
  Our lives and strength prolongs.
  The Creator’s deep love for us
  Expressed through healing song.
  Saint Ishaar, Honest Prophet
  We share ideas and
  blessings,
  Through gift and fair
  exchange.
  The Honest Prophet
  blesses
  Those who this trade
  arrange.
  Saint Ankormy, the Word
  Remembered
  For we cannot diminish
  Saint Aeol’s Word with use.
  Ankormy will remember
  And the Karatch effuse.
  The Bishop Saints
  And every generation,
  Will add its own saints, too.
  Martyrs, heroes, bishops,
  Souls rich in their virtue.
  But we all are determined,
  That our parts we will play
  To bring worlds together, 
  And blessed be that day!
  So, eyes unto the heavens,
  With blessèd air ﬁll lungs.
  Aeol’s Word bear witness
  With life, with deed, with
  tongue!
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  19
  
  Who are you?
  I am Jalorast Shining Arm, son of Yaranrast Night Gallop, son
  of Jalorast Bright Lance, descended from Yu-Kargzant the Im-
  perial Sun.
  Who are we?
  We are the Pure Horse People, tenders of the sacred herds that
  are descended from the Great Horse. Outsiders call us Grazers.
  We belong to the Hoof-Dancer Clan. Our horses are
  branded with two horseshoes, and are renowned for their nim-
  bleness and speed. You can recognize the men of our clan by
  our beaded anklets, and you can recognize the women of our
  clan by the same beadwork in their hair.
  What makes us great?
  We are the only people who still follow the true example of Yu-
  Kargzant and his sons, and care for and worship Horse. Others
  may ride horses, but they do not know the right forms of wor-
  ship, and pollute themselves by herding other beasts.
  Where do we live?
  We live in the Grazelands, territory granted to us by Ironhoof
  the Centaur generations ago. Each spring the clan splits up, and
  takes the herds into the hills above Maregraze Vale or to the
  banks of Jaldon’s Wrong River. In winter, we reassemble in the
  valley.
  The Feathered Horse Queen lives in North Post, but fre-
  quently travels among the clans.
  How do we live?
  We live off Arandayla’s bounty. We drink the milk and blood of
  our herds. We eat their ﬂesh at our most important ceremonies,
  and women make cheese, yogurt, and koumiss. In addition, we
  eat the wild animals hunted by our men, and plants gathered
  by women or grown by the vendref. The vendref also make
  bread, wine and beer. And we receive exotic foods, cloth, and
  gold from the traders who wish to pass through our territory.
  Our herds provide for us in many other ways. Our tents
  are sewn from the hides of many horses. Our pants and
  women’s dresses are also made from their hide, and the hair
  from their mane and tail is woven into ropes and rugs.
  But most of all, the herds carry us and our possessions, so
  that we don’t have to live in one place forever, which is a sign
  of poverty.
  What is important in my life?
  You are now a Rider, and have moved from my tent to those of
  the Riders along the edge of the camp. You are responsible for
  tending the herd and bringing home game, and for learning the
  skills of the Warrior.
  In eight years, your age group will be initiated as Warriors,
  and will be responsible for bearing arms in the defense of the
  clan. You will live in the Warriors’ tents by the entrance to the
  camp. Once you have sufﬁcient wealth for a gift to a girl’s father,
  you may marry and set up your own tent. Your gift should be
  generous, for this helps bind her clan and ours together.
  My own age group is the Leader. Leaders are chosen to
  direct slaves, to lead small bands, or for special functions, as I
  led a delegation to the Sun Dome last Storm Season.
  In time, you will attain the Elder age group. These men
  speak with the voice of experience, and lead larger groups,
  even the clan. Their advice is sought and revered.
  When you die, let your body be burned in a great pyre, so
  the sparks will carry your soul to Yu-Kargzant, who will judge
  if you are ready to be reborn, or must spend time in the Un-
  derworld until you are puriﬁed.
  Who rules us?
  Bandroste Brave Charge leads the Hoof-Dancer Clan. Like all
  clan chieftains, he wears a band of feathers on his right arm to
  indicate his descent from Yu-Kargzant, and carries the Five
  Stars Whip. He appoints men of other noble families from the
  Leader age group to advise him. Dinalish Mighty Leap also gives
  advice, consulting with the spirits and requesting their aid
  when necessary. My cousin Taradarin Ten Day Run leads the
  clan into war; his bravery is noted throughout the Grazelands.
  Bandroste is loyal to the Feathered Horse Queen, Bearer of
  the Head, who incarnates the powers of the Feathered Horse
  Goddess. Her magic unites all of us, even the women and ven-
  dref, and she appoints the rulers of the trading posts. Bearer of
  the Head rules the tribe in times of peace.
  Bandroste also owes allegiance to Jarsandron Ten-Herds,
  whom he helped elect as Chief. Jarsandron rules the Grazers in
  times of war.
  What makes a man great?
  A great man owns many horses and slaves, and wears glittering
  gold. Bravery, honesty, generosity, and obedience are the mark
  of a great warrior, as are the many scalps he’s taken in battle.
  What is evil?
  Chaos is evil. It was let into the world when the Rebel Gods
  slew the Sun, and ever since, we’ve had to ﬁght it.
  Failure to follow Yu-Kargzant’s rules always takes a heavy
  price, if not in this life, then after death.
  Never commit the folly of adding beasts to your herd
  heedlessly. They might ﬁll your belly, but they can’t nourish
  your soul.
  What is my lot in life?
  You show much promise in target practice, and I think you
  may someday qualify to join the Brotherhood of the Golden
  Bow. You will then be able to win much glory by participating
  in the most daring raids.
  Strive to become prosperous, increasing your herd through
  raiding and careful breeding. Maybe you will become wealthy
  enough to take a second wife.
  When I become an Elder or die, I will divide my herds
  among my sons. As the eldest, you will receive the most, Jalas-
  dral half as much, and Melipolti half that.
  What is the difference between men and women?
  Men are the protectors, providers, and leaders. Women are
  gifted with the powers of life, bearing children and caring for
  mares during foaling. They are in charge of the herds, and de-
  cide when it’s time to move to a new pasture. When you are
  married, your wife will do your bidding, but in turn you must
  care for her and be kind to her with words and deeds.
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  A Personal View of Grazer Life
  What the War Chief Told Me
  
  I know your sister thinks she will grow up and become a
  shaman in the service of the Feathered Horse Queen, but I
  asked Dinalish about this, and he believes she is not blessed by
  the spirits.
  How do we deal with others?
  We can always trust everyone in our clan. If your herd sickens
  or is stolen, or if you are wounded, our clan will help you. You
  must always offer what aid you can to a member of our clan.
  Other Grazers may help you as well, but you will then
  owe them a favor. If you ever need to seek their aid, go ﬁrst to
  your mother’s Sun Ring Clan, and avoid the greedy Sky Bows.
  The vendref, our slaves, should be treated strictly but fairly.
  For the most part, they are hard-working and loyal, but they are
  prone to temptation from their cousins in Sartar or Tarsh.
  Ironhoof aided us long ago, and the people of Beast Valley
  are our friends. But be warned: minotaurs mean well, but they
  can easily forget who their friends are, especially when they
  drink or are consumed by the battle frenzy.
  Dragonewt cities are located to the east and north of the
  Grazelands. They sometimes act as our intermediaries with
  other lands, but you would do well to avoid them, because
  none can truly predict their actions.
  Years ago, Sartar came to challenge the Feathered Horse
  Queen, but ended up marrying her. For a while, his kingdom
  was on good terms with ours. However, the Orlanthi are an
  unruly lot, and some tribes have raided us.
  Other foreigners should be treated with suspicion until
  they perform some act to earn your trust. If you offer your
  friendship, be sure it is as constant as the Sun.
  Our war bands often serve in the armies of other lands.
  The Feathered Horse Queen makes sure that our employer will
  be trustworthy and generous. If she is unable to ﬁnd such an
  employer, then our war bands make swift raids deep into for-
  eign lands and carry off great treasure to glorify her and Yu-
  Kargzant.
  Who are our enemies?
  The tribesmen of Prax, who ride unworthy beasts and long ago
  sought to enslave our entire tribe, are our enemies. Our shamans
  set up altars in the Guardian Hills to keep the beast-riders out
  of Dragon Pass.
  Trolls, who skulk in darkness and eat our horses, are
  always our foes.
  Who are my spirits?
  Radiant Yu-Kargzant is our ancestor as well as our great spirit,
  and we follow his laws. Men worship his sons Dastal the Hunter,
  Jardan the Warrior, Henird the Leader, and Josad the Elder, de-
  pending on their age group. Most women worship Arandayla,
  the Horse Mother, as well as the spirit for their age group: Charai
  for girls, Lereen for mothers, Estei for teachers, and Henedra for
  elders. Our shamans contact Light spirits from the Sky World,
  each of which gives us good magic. And never forget that our
  herds are holy, too.
  The vendref have their own gods; never worship them, but
  know who they are: Kenkacho the Loyal Slave, Kanestal One-
  hand who runs the trading posts, Ernalda the cut earth, Barntar
  plower of barley, Lodril plower of wheat, and Hiia Swordsman,
  who serves the Feathered Horse Queen.
  What is there to do around here?
  In Dark Season when the entire clan camps in Maregraze Vale,
  we hold feasts and dances; compete in horse races, hare-spear-
  ing, chadash, and archery contests; play Horse-and-Vulture; ar-
  range marriages; and tell stories and listen to songs. 
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  G R A Z E R
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  21
  
  Where did the world come from?
  Creator made the sky ﬁrst, then the earth.
  Where did I come from?
  Our people and our cousins the horses came down from the sky
  to conquer the earth. Our ancestors touched down at First Hoof-
  print, and traveled many times to where there was better graz-
  ing. We won’t stay in the Grazelands forever.
  Why do we die?
  Monsters came up out of the ground and began destroying the
  perfect world. They mutilated Arandayla, taking her wings,
  fangs, and claws, leaving her crippled. Yu-Kargzant sent Jardan
  to save her from death, but he could not be everywhere, and so
  the monsters tore our ancestor Venst Voloi to bits and ate him.
  What happens after we die?
  Your body will be placed on a platform so that the beasts can’t
  deﬁle it, or if you fall while on a distant raid, it will be burned.
  Your spirit will then travel to the Pastures of the Endless Sun,
  where you will continue to serve Yu-Kargzant until La-Ungari-
  ant sends you to be reborn.
  Why am I here?
  We await the Sun Bells, which Yu-Kargzant will ring to call us
  back to the sky to ﬁght for him there. Until then, we are on the
  earth to rule over inferior people.
  How do I do magic?
  Denbitos taught us how to tell the good spirits from the bad
  ones. He teaches us how to ask the good ones to help us. He
  teaches shamans how to drive off and crush the bad ones. I will
  give you charms to hold the spirits you should deal with,
  which will use their powers for you.
  Some people use other magic, too. The Innocent Magics
  are not from Denbitos, but they are not bad, either. But don’t
  be seduced by the Guilty Magic that taints your spirit.
  I have heard of other powers. Can you tell me
  the truth about…
  …Chaos?
  Some think that change is the same as motion. This is not so.
  …Darkness?
  Kanvak is ruler of the monsters and demons of the night, such
  as the trolls. Within his shadows, Enkreva the Night Huntress
  chases down her prey outside the light of the campﬁres.
  …Ernalda?
  This earth goddess was kin to La-Ungariant, but she lets her
  body be cut with plows. Thus, she is weak, as if bled white from
  a hundred slashes. She is ﬁt only for vendref to worship.
  …the Ocean?
  The ocean is like a river so wide you can’t see the other side.
  The waters were defeated long ago, and are unimportant.
  …the Moon?
  This goddess of the River People tricked them into worshipping
  her as a False Sun. But her color is not gold, and she was not
  strong enough to rise all the way into the Sky Realm. She even
  tricked some Pure Horse People, but our chief now sees through
  her lies. We dance to the Sun to make sure she falls again.
  …Storms?
  Wingkoalad, whom the Sartarites call Orlanth, once defeated
  Yu-Kargzant by trickery. We are now on guard against this, and
  await the time when we will drive his clouds from the sky, so
  that the Sun and stars can shine clearly on us.
  …Yelm?
  The River People could not understand the glory of Yu-Karg-
  zant, even though our ancestors tried to show it to them. This
  is because they are not from the pure lineages. Instead, they
  worship a False Sun, which they call Yelm. It does not ride, and
  so can never join us in the Pastures.
  I have heard of other peoples. Tell me the truth
  about…
  …the Beast Riders?
  The spirit of the beast-riders is not a powerful one, but he can
  stir up trouble and seduce weaker people into performing bes-
  tial acts. Our shamans keep him safely at a distance, just as we
  cleverly keep the plow people between us and the beast-riders.
  …Dwarves?
  The dwarves refuse to listen to the great spirits, and so they hide
  underground, where they hope Yu-Kargzant cannot ﬁnd them.
  They forget that La-Ungariant knows all the secrets of the earth,
  and will one day direct us to plunder them.
  …Elves?
  The mother of forest once choked the entire world with trees.
  But she had no light of her own, and so she and her people
  withered during the Dark Time, leaving the grazelands for us.
  …Sorcerers?
  The Black Horse Troop get their magic from marks on dead
  skins they bind into “books.” But their scribblings and scrolls
  have no life in them, and soon neither will the Troop nor the
  demons they ride.
  Spirits of the Majestic Horses Tradition
  Arandayla, the Horse Mother
  The horse mother serves, but she serves best when loved, and
  we have always loved her. When she was whole, we loved her.
  When she was crippled, we still loved her. We love all of her
  children, especially our sacred goldeneye brothers, which can
  see into the Pastures of the Endless Sun and run faster than
  any other horse. We live off her bounty.
  Folorene, the Wanderlore Spirit
  Folorene was a man in a woman’s body, or both, or something
  else entirely. Or perhaps he was a horse that became a person,
  or vice versa; or maybe a star that fell and did not return to the
  sky; or perhaps a spirit that had no mother or father. She be-
  longs nowhere, but Denbitos told everyone they must accept
  him as one of the tribe, and still today she is the protector of
  those who have no other place, but are still Grazers.
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  H E R O Q U E S T
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  The Pastures of the Endless Sun
  What the Grazer Shaman Says
  
  La-Ungariant, the Feathered Mare
  La-Ungariant is the daughter of Orest, the Earth. She is the
  source of earth, mares, good women, nurturing, virtue, good
  animals, and life itself. She bested her sister Tara to become the
  Firstwife of Yu-Kargzant, and thus is mistress of the Grazer
  women. Her daughters teach all women their place in society,
  according to their age.
  Charai, the Rider
  Charai is a maiden’s First Friend. She teaches women’s secrets
  and the Six Ways to tend horses. Charai is seen in the western
  sky, staying up late into the night like most young women.
  Lereen, the Mother
  Lereen is the Mother, loving and respectful of her husband,
  caring and responsible for her children. She is a source of bless-
  ings and healing. Lereen is seen in the northern sky, often up
  late in the night nursing and tending her children.
  Estei, the Teacher
  Estei the Firstwife organizes all the other women, and instructs
  them as to how to best perform their tasks. She is so busy that
  she is not seen in the sky.
  Henedra, the Elder
  Henedra has experience and knowledge of many
  things, and her advice is always welcome. She is seen
  in the eastern sky, awakening early in the morning
  like many old people do.
  Tamar, Lord of Wild Beasts
  Tamar is the lord of all wild beasts. If he does not re-
  ceive sacriﬁce before a hunt, the prey will be angry
  and unpredictable, the take meagere.
  Tara, Lady of the Wild
  Tara is the untamable daughter of Orest. She holds
  the secrets and terrors of the mountains, rivers, and
  other places where horses do not go. She loved Yu-
  Kargzant as La-Ungariant did, and she even let him
  catch her and father a child. But she would not let
  him tame her, so La-Ungariant became the Firstwife,
  and Tara became the Lady of the Wild.
  Yu-Kargzant, the Burning Stallion
  Yu-Kargzant is lord of the Majestic Horses Tradition.
  He is the source of ﬁre, stallions, good men, action,
  morality, good weather, and life itself. He made him-
  self visible to ordinary people, and so gallops across
  the sky each day, blazing with life and light. At night
  he raids the Underworld and releases the spirits of his
  people from Hell. His wife, sons, and daughters all
  serve him faithfully, as do a host of stars, planets,
  horses, and other spirits
  Dastal, the Hunter
  Yu-Kargzant’s youngest son Dastal allows all men into
  his dances and ceremonies. He is the patron of young
  men, obedience, archery, hunting, and herding. He is
  chief of the Hunting Spirits, which he dispenses to
  men of all ages. Every night and year Dastal circles
  all the way around the sky performing his duties.
  When Jardan saved Arandayla, he tried to force
  her to serve him as a slave, but she would not submit.
  Then Dastal came and spoke to her of an alliance,
  and so she agreed to serve as an equal.
  Jardan, the Warrior
  Jardan is the patron of fathers, of stallions, of ﬂutes, and of
  lancers and all who strive face-to-face against their foes. He
  rides across the sky every night, keeping lonely patrol over the
  herds of horses and sleeping peoples. Jardan is also patron of the
  Golden Bow Society, who dedicate themselves so completely
  to him that they no longer worship Yu-Kargzant directly. Each
  of them rides a goldeneye.
  Henird, the Leader
  Henird is patron of war leaders, chiefs, and kings. He can sense
  enemy spirits and knows how to deal with them properly. His
  tent is in the precise center of the sky, and from there he leads
  the tribe, even as Yu-Kargzant leads the universe.
  Josad, the Elder
  Josad is the ﬁrst son of Yu-Kargzant and La-Ungariant. He is
  the wise counselor who has acquired great knowledge through
  experience. He is intimately familiar with the Sky World. Josad
  circles his younger brother’s tent every night, sharing his great
  wisdom with the whole tribe.
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  G R A Z E R
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  Who are you?
  I am Aski Harbardsson, thane of the Varmandi Clan.
  Who are we?
  We are the Varmandi Clan. Old Man Varmand came here and
  lived with his family up in the branches of the Oak of Ven-
  geance over there. When the Many Kings vied for attention Var-
  mand’s grandson chose King Colymar as his leader, and got the
  Two Great Gold Rings as a sign of alliance. Colymar’s grandson
  King Borngold lost two sons on this land ﬁghting for our
  rights, and we have never broken from their tribe.
  Are we a great people?
  The greatest. The world is full of many kinds of people, but none
  can measure up to us. Orlanth, our great god, saved the world
  from doom when all other gods hid during the Gods War. King
  Sartar, Founder of our ancient kingdom, preserved the world
  from destruction by braving dangers without ordinary weapons.
  Old Man Varmand knocked a grizzly bear cold with his bare ﬁst.
  My father fought in three great battles and ﬁlled this house with
  trophies. I have killed eleven men in combat, all of them justly
  and fairly, even though they were Lunar soldiers and did not
  deserve it.
  What is the difference between men and women?
  Beyond the obvious sexual differences, women are more cold
  and calculating, less emotional, and more inclined to be peace-
  ful and stable.
  Men are more passionate: we love to ﬁght and shout and
  run all about full of the battle frenzy, ready to do and to die
  then and there. Afterwards we love the smell of the new ﬂowers,
  or even of the dry desert dust which reminds us we are alive. I
  love to breath deep on a frosty starlit night, and to hold a woman
  in my arms and exchange caresses under the covers. My child-
  ren ﬁll my chest with joy, the clan moot makes me laugh and
  shout with friends, where we love to clash our weapons on a
  vote, and to preen before our fellows, boasting truth and pride
  in our accomplishments.
  Women are more thoughtful, careful of their mortality. Most
  of them seek children, and protect them with the ﬁerceness of a
  she-bear. They usually think before they act rather than acting
  on their feelings. But I cannot say anything without mention-
  ing the men and women who have changed roles in their clans.
  Warrior maidens are known in every clan’s past, and some say
  Starbrow is making a new sisterhood of them right now.
  Where do we live?
  This stead is our home. Our clan owns it. From those hills
  where our sheep graze, to the forest where we hunt the red deer,
  down to our ﬁshing river there, is what Orlanth gave to the
  Old Man. Many generations ago our clan longhouse was in the
  second valley over, the one with the birches, but it was the Var-
  mandi Clan. My uncle told me he knew where there were other
  old buildings, ruined, in the north of where we saw the fox that
  day. Those must have been ours too. We have always been on
  this land.
  How do we live?
  Hard work, bent over the plow and treading its furrows, then
  reaping the bounty of the Mother, is our life. Every man plows,
  or wishes to, or works for those that do. Even Orlanth plows.
  And we hunt, ﬁsh the rivers, tend the sheep in the hills, and
  trade for special goods.
  Our food is barley, wheat, and rye—Ernalda’s bread is our
  staple, eaten in porridge, breads, and ale. Only the poor, like
  your no-good cousins at the Rotroot place, eat only root vege-
  tables; “More cabbage, less bread,” they say. We are well off, so
  we eat pig, chicken, cow, and the wild game of the good red
  deer. For shelter, we have log houses for us and barns for the
  animals. Have you seen the things called chimneys which those
  rich people built in Apple Lane?
  Our property is odal or personal. Odal property is every-
  thing which the clan owns, like the land and the trees and the
  animals and buildings. The clan owns them, and we have per-
  sonal rights, like us always being able to live in this, the Solid
  Oak stead, and to dispense of the sheep we breed from our ﬂock.
  Personal property is whatever you get on your own, like the
  herd of black bulls which the Anmangarn Clan’s chieftain has,
  or the horses born of the pair which Branbrig’s ancestor took,
  or this, my trusty sword Mooncutter.
  What is important in my life?
  You are a member of the clan. Soon you will have your adult-
  hood rite—do not shame us before the rest of the family. Then
  you will be an adult, and no longer have to listen to me and the
  elders in silence. You can join into the discussions, and your
  words will bear their own weight. You should be looking for a
  wife now. I hope you have chosen someone rich and friendly
  when you dance those nights away in the barn. I see the girls
  looking your way. Do you know which of them has a rich
  dowry? Which of them will be good to raise your daughters if
  she leaves you?
  When you die we will burn your body with rune-carved
  logs. Your children will shout your name and the priest will sum-
  mon the wind to send your soul to Orlanth. Your son will in-
  herit your goods and your rights, just as you shall inherit mine.
  Who rules us?
  Gentle Vastyr is our leader now, since Rastorlanth did not re-
  turn from the last rebellion against the Lunars. Vastyr knows
  all the times to plow, all the ways to help a birthing cow, all the
  signs of whether the frost is over, all the proverbs and stories
  to keep boys and warriors from ﬁghting. He was selected by the
  women, you know, who fear more war and have been seduced
  by the feminine powers of the Red Moon. Not enough men sur-
  vive to lead the Colymar to war again. Not until you and your
  age mates come of age will we dare.
  Our clan is loyal to the king of the Colymar Tribe, and we
  will maintain that history of loyalty as long as it is honored by
  both sides. We are bonded by history and tradition. Only some-
  thing terrible and severe—perhaps the King of the Colymar
  becoming an initiate of the Red Moon—could break that bond.
  All the clans who follow the tribal kings do it by free will. We
  can change anytime we want to.
  The Kingdom of Sartar is no more than a dream. Once, not
  long ago, all the tribes of Dragon Pass joined together under
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  A Personal View of Heortling Life
  What My Father Told Me
  
  the rule of the House of King Sartar. Now they are all dead. The
  kingdom is no more, save that an heir be found and we all
  choose to ﬁght for him.
  What makes a man great?
  All people can be great if they follow the virtues of Orlanth:
  courage, wisdom, generosity, justice, honor, and piety.
  Another thing you should know: we always ﬁx what we
  have made wrong. We care for ourselves and the world and take
  responsibility for our errors. We can break and we can ﬁx. We
  are powerful, and we are responsible.
  What is evil?
  Chaos is evil, for Chaos is to gods as death is to life. Chaos takes
  and can never give, for it is not natural, not even in the way that
  trolls are natural, like when they ate all the sheep on Aksander’s
  Ridge. Chaos tries to make Orlanth stop moving, stop bringing
  the rains, stop tending the plants and herds of Ernalda.
  Things that are bad are those things which try to restrict our
  traditional way. Orlanth gave us our life because he intended
  us to live this way. Anything which deﬁes us and tries to make
  us obey rigid laws or to worship stupid gods is bad. One time
  the Emperor of the Universe tried to make Orlanth obey written
  laws, but the Emperor was killed for it. His children, the Em-
  perors of Dara Happa, were killed by our grand-fathers for try-
  ing to conquer us. Now a new Emperor has come, and maybe it
  will be time for him to learn something soon too.
  What is my lot in life?
  You should strive to work hard and marry well, raise many brave
  sons and daughters. You should go to the holy meetings and
  send your prayers to Orlanth and Ernalda. You should keep your
  spears sharp, maybe make a couple of extras, and visit that
  penny-pinching Gringle when you go to Apple Lane to see his
  strong hats.
  If you do those things, and live a good life without some
  evil monster breaking all bounds of normalcy by raiding our
  farm again, then you will get the Solid Oak stead to tend after I
  die, and ﬁll it with your own children to bring glory to the wind.
  If you are lucky and skilled you can be the clan chieftain, and
  live in Vastyr’s big house with warriors and men of courage.
  Maybe you’ll be rich enough to have a chimney built.
  How do we deal with others?
  Our clan is our family—they are the air we breathe. Even those
  no-good cousins at Rotroot are blood kin, and they will never
  starve as long as a Varmandi is alive with a pack of food.
  Friends are better than treasure. You do not have to keep
  friends who are trash like those Rotroot brothers—you are
  known by the friends you keep. Bolik is a friend, you know, not
  kin, but I would die or stand in court for him as quickly as for
  a kinsman.
  When you see someone you don’t know, use the greeting.
  Everyone who follows Orlanth knows the greeting. If they do
  not answer rightly at least you know where they stand. When
  my brother was outlawed he traveled all the way to Pralorela, a
  year of walking and hunting, and everyone he met greeted him
  properly.
  Be careful with strangers. Most of them are harmless and
  many are entertaining. Remember that they are different, and do
  not know our ways. Take offense slowly when they insult you or
  act stupidly—they are not blessed with our god’s knowledgeable
  ways. You can learn much from them. But if they are enemies,
  ﬁght them fair and foul, do your best to kill them.
  Who are our enemies?
  We have two great foes today. The Lunar Empire is our greater
  foe, along with everyone in it. The people there mock true life
  with perversity. Their customs are dirty. Their gods are evil.
  They seek to destroy everything of our way of life. None are to
  be trusted. They are of Chaos.
  The Orleving Clan is our foe, too. Ever since Orlev of the
  Eye-spear stole the goddess from Iskalli Varmandsson we have
  been their foes. We bested them with the Seven Beaver Pelts,
  and they harmed us with the Bison’s Claw. When the Lunar
  Empire attacked us the Orleving Clan joined their army to
  wreak further harm. Curse them and their ancestors.
  Who are our gods?
  Orlanth the King is our god. He is ruler of the universe by virtue
  of his might and right. He has a great throne house in his city
  which moves about the sky, and there his family and friends de-
  cide the fate of the world. His wife is Queen of the Earth, his
  sons are the Thunder Brothers, his allies are War and Wisdom,
  Loyalty and Cunning. The elements are his weapons: lightning
  ﬁre, winter winds, drenching rain, and the cloaking dark.
  Everyone else is his subject, from the Sun and the stars above
  to the darkness below.
  What is there to do around here?
  In the autumn when we have time to relax we have many sports
  besides those which keep us ﬁt to bear weapons. We like to
  wrestle, and among some horse-ﬁghting is popular. The old
  game of kick-the-ball is played in every clan. Singing is always
  a favorite, and clap-dancing is the best way to practice for the
  festivals when instruments are used and the gods themselves
  watch us. Swords-and-shields is the board game with the
  greatest challenge.
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  Where did the world come from?
  Dead the world ‘til Umath the Free,
  Broke Emperor’s curse and moved the world.
  Umathsons and stalwart liegemen set the world
  in its present ways.
  Now all feel the world’s winds at their backs.
  Where did I come from?
  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.
  Why do we die?
  Stale the world was, unchanging and solid.
  No one could die, so no one could live.
  Orlanth and Humakt, brothers in bravery.
  Brought Death to the world and gave life an edge.
  Slew they the monsters who undying plagued us.
  First of them Unchange, who binds us to sloth.
  Now there is Death, who prompts us to live life,
  Slayer of foes who brings respite to friends.
  What happens after we die?
  Death is a comrade, a tool for our needs.
  Orlanth found it, and fought it in turn,
  Defeated Death fully, and brought the Sun out,
  Fulﬁllèd is Quest, the Lightbringers’ glory.
  Death is the boatman, guide to last journey,
  Carries you safe to the gods’ brazen hall.
  There presides Orlanth, his table for heroes,
  Tell him your stories, take your right place.
  Why am I here?
  Life is for living, feel to your fullest.
  Challenge the challengers, carve out your place.
  Faithful to friends, relentless to foes
  Loving to kith, fulﬁlling your wyrd.
  How do I do magic?
  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.
  I have heard of other powers. Can you tell me
  the truth about…
  …Chaos?
  Foulest of slime, curse of existence,
  Twisted the god gifts, bred many foul monsters.
  Only the Lightbringers, conquerors of Chaos,
  Could right the wronged world, restore the Law.
  …Darkness Tribe?
  Mother of the trolls saw the world born.
  Deloradella, eater of dead.
  Hungry and cruel, like the dark days of winter,
  Lurking at gates, waits for men to grow slothful.
  …Fire Tribe?
  Yelm ruled a world that was stale and changeless.
  Orlanth, his enemy, released freedom for all.
  Yelm met Death, he ﬂed down the dark path,
  Only Orlanth and Lightbringers walk that path alive.
  Orlanth the liberator, freed loyal Elmal,
  Brought him to honor into a thane’s station.
  Elmal follows his path, unwilling to break it,
  But Orlanth is free to follow the winds.
  …Plant Tribe?
  Great among goddesses, Aldrya gave forests.
  Bulwark of old world, preserver of trees,
  She holds her counsel, favors not good or evil,
  Friend or foe at the change of a season.
  …Sedenya?
  Lover of Chaos, mocks the gods’ blessings,
  Tangles the wind in her secret shackles.
  Gives blasphemous secrets to lure the unwary,
  Destroy her now or the world is enslaved.
  …Sorcerers?
  Woe to the atheists, they die without gods,
  Souls sink slowly, fall empty to hell.
  …Spirits?
  Great were those who fought Orlanth’s gifts,
  Many were broken or made to be small.
  Now the survivors are spirits for bushmen,
  Kolatings coerce their small magic spells.
  Notice and praise those spirits sundered,
  Some can be helpful, perform useful deeds.
  Do not give them worship, keep from them your soulforce,
  That is for King Orlanth, their conqueror and liege.
  …Stone Tribe?
  Deep in the earth, stone god sits rocklike,
  Frozen like elder, wracked with age.
  No winds for Mostal, no challenges met,
  Pity the dwarf god, pity his people.
  …Water Tribe?
  Mover of Seas, changing forever.
  Unlike other old gods, Magasta can change.
  Orlanth fought him ﬁve times, and conquered,
  Freed him again to rule his deep realm.
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  Staves from the Storm Voice
  The Barbarian Priest Speaks
  
  Gods of the Wind
  Chalana Arroy, the White Woman, healing goddess
  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.
  The Earth Goddesses
  Three are the bounteous goddesses of earth,
  Three the number of their dark sisters.
  All are our allies, friends of the storm,
  Orlanth claims all earth as his kin.
  The giving goddesses; grandmother, mother, and daughter.
  Asrelia the crone, keeper of good things.
  Ernalda the mother, bride to great Orlanth.
  Voria, spring’s daughter, herald of youth.
  The grasping goddesses; sisters to the kindly ones.
  Ty Kora Tek, hag-lurker in darkness.
  Maran, violent sister to kindly Ernalda.
  Babeester Gor, vengeful guardian, jealous of the
  earth’s rights.
  Ernalda, earth mother
  Mother of all, wise spouse to King Orlanth,
  All hail and protect fair mistress of earth,
  Every man must revere the arts of all women,
  Mother and lover, her needs are our wants.
  Eurmal, the trickster
  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.
  Heler, god of rain
  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.
  Humakt, god of death and war
  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.
  Inora, goddess of snow
  When mountains extend their cold to the lowlands,
  Inora, White Princess, dances among us.
  When summer arrives, sends snow from the valleys,
  Inora, Snow Queen, reigns still on the peaks.
  Issaries, god of trade and communication
  Issaries found the way of the dead,
  Broke Darkness of Silence which covered the world.
  Issaries chose trails, was scout for the Lightbringers,
  Now merchants and heralds worship his name.
  Kolat, the shaman
  Kolat’s strange family, the spirit Seven Winds,
  Three names are known, the Three Good Friends,
  Three names are secret, Left Hand, Above, and Below.
  Kolat is the secret helper, the hidden power.
  Lhankor Mhy, god of knowledge
  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.
  Mastakos, god of motion
  Mastakos Mover, the God with No Home,
  Vigorous god, drives immortal storm chariot.
  He alone handles Orlanth’s mighty steeds.
  Servant of Storm God, mover of men.
  Orlanth, King of the Gods, Storm God
  Orlanth Adventurous makes change in the world,
  Rescued us all from stagnation and death.
  Orlanth Thunderous brings life-giving rains,
  Blesses the plowman, blesses his herds.
  Orlanth Lightbringer led the Seven,
  Rescued all life, all earth lauds his name.
  Orlanth Rex, King of the Gods,
  Rules in the Heavens and takes tribute from all.
  Umath, father of the storm gods
  He was born with great noise, deafening, disabling
  Like thunder in a cavern,
  Like living in a horn.
  His visage rolled over the earth with anger,
  Rumbled across the sky with greed,
  Filled the space with his gray brows and thunders.
  Umath’s ﬁve sons ruled the world after him.
  But he made the place for his sons and us to live.
  Urox, berserker god, Chaos-killer
  Untamed beast, savage passion,
  His mad berserk fury beats even Chaos.
  So doth wild Storm Bull lead the war against Chaos.
  He holds vile Wakboth under mountains of stone.
  Valind, god of winter
  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.
  Vinga, warrior goddess
  No spindle or basket for Vinga the dauntless,
  Red-headed daughter, warrior maiden,
  Fought off the ice, fought water and darkness,
  Defender of women and children in need.
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  Who are you?
  I’m your grandmother.
  Who are we?
  We are the Walen family of the Puma People, members of the
  Blacktuft lineage.
  What makes us great?
  The Walen family are great because I am the smartest and most
  clever of all the puma people, who are the smartest and most
  clever people in the whole world.
  Where do we live?
  Anywhere that we want. We live here, in Gelerﬁeld, because I
  chose it. I chose it because the hunting is good, no evil lives
  nearby, the days are long and warm without much snow in the
  winter, and it is close to our ancestors.
  How do we live?
  We are hunters of the wild.
  What is important in my life?
  Your ancestors are most important, because they made you.
  You can’t live without them. They taught us to be independent.
  Your independence is the most important thing. Never submit
  to anyone or anything, unless you have something signiﬁcant
  to gain from it. Even then, make it temporary if you can.
  What is the difference between males and females?
  The females are more important because we are the progenitors
  who extend the ancestors into the present and future. As our
  Ancestors made Us, I made You. Males help feed you cubs some-
  times, but we can do just ﬁne without them. Except for the
  Great Pleasure we have once per year, they are useless.
  Who rules us?
  No one, ever. Once you become an adult and leave, you are
  free and independent.
  What makes us great?
  We are the smartest, most clever and most beautiful creatures
  in creation. We are perfect, free and powerful. We can be what-
  ever we wish to be, and what we are is what we are supposed
  to be. No one else can claim that.
  What is evil?
  Chaos is evil because it destroys without creating, because it
  sucks up life without rebirth, and because it so readily helps
  everyone else against us.
  What is my lot in life?
  Your lot is to be yourself. To live with pleasure, to mate some-
  day for men and to litter for females. You are to roam the world
  enjoying what you wish, seeing the wonders and sights and
  supporting the ways of the ancestors.
  How do we deal with others?
  Carefully, of course, and never so as to compromise yourself
  and your freedom. They are all lesser beings than we, so be
  careful with them. But you can cheat the cheaters, lie to the
  liars and always, always kill the killers.
  Who are our enemies?
  Anyone who wants to reduce us or our ways are our foes. First
  is Coyote who stole from us, then are Wolves that killed every-
  one. Our foes are also the settlers who keep trying to move
  into this forest. Then anyone who dislikes us, which includes
  many folks. Of course, Chaos the destroyer is our foe.
  Who are my spirits?
  The Ancestors are ﬁrst. Without them we wouldn’t be, and
  they are always happy and available to help us out as long as
  we remember and revere them. There are also a variety of infe-
  rior gods, spirits and essences that you can use as you wish,
  but you don’t need them. Just use them when you want to.
  What is there to do around here?
  Play with your litter mates, for now. You are a child. When you
  are an adult, maybe when you are ten, then go and wander,
  look around and ﬁll your belly.
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  A Personal View of Life as a Puma
  What My Grandmother Told Me
  
  Where did the world come from?
  SheHe was the Creator, the ﬁrst Puma who made the earth, sky,
  rivers and sun, plants and animals for fun. But SheHe grew
  lonely and looked into Mirrorsea one day and liked the view.
  So SheHe made itself into two beings, Most Ancient First Grand-
  mother and Most Ancient First Grandfather, in order to enjoy
  itself to the fullest. They made the Great Pleasure, littered, and
  we superior beings spread throughout the world to overlook it
  and enjoy it.
  Where do we come from?
  Most Ancient First Grandmother and Most Ancient First Grand-
  father indulged in the Great Pleasure whenever they could, and
  each time the result was a litter. We, the Blacktufts, were from
  the sixth litter. That was long ago, and now we are all over the
  world.
  Why do we die?
  Most Ancient First Grandmother and Most Ancient First Grand-
  father had a secret power given them by Creator. He intended it
  to let us visit Creator in the Big Wide Hunting Land. Everyone
  wanted it too, though they did not deserve it. At last Coyote
  put Most Ancient First Grandmother and Most Ancient First
  Grandfather to sleep, woke them in a dream and tricked them
  to share it. It was Death, and Coyote ran away with it. Of course
  the Ancestors chased him, so he gave it to the Wolf Brothers,
  who killed far and wide. Now Death is everywhere, and takes
  everything.
  What happens after we die?
  Most Ancient First Shaman was one of the Spotted Cubs, who
  were the First Litter. He made the way open for us to go to Big
  Wide Hunting Land, and also sent everyone else to different
  places after death so we can hunt them.
  Why are we here?
  We are here to live and to love, to enjoy and to be loved. We
  are here to partake in the Great Hunt and the Great Pleasure,
  to play in the wide world and to do whatever the Ancestors tell
  us to do to continue the Creation.
  How do we do magic?
  We are magic itself, thanks to the Ancestors. You see that be-
  cause we can change our shape. Every one of us has some kind
  of innate talent, simply because we are Pumas. Finally, various
  Ancestors choose to help us and so we can use their magic as
  well, which we keep in these little bones.
  Always ask your ancestors for help ﬁrst. Here are some
  that I have known to be useful: Grandmother Hide Tracks, Far
  Uncle Fix Up, Auntie Stone Chipper, Third Uncle Carver, Great
  Great Aunt Call Deer, Single Uncle Climber, Uncle Strong, Lost
  Cousin Fix Wounds, and Second Cousin Blinding.
  I have heard of other powers. Can you tell me
  the truth about…
  The powers and entities that SheHe made have many names, for
  no one, not even us, can see them in their entirety. Many of them
  are not our kin, so when I speak of them I use the names given
  to them by the humans of this area.
  …Aldrya?
  That is the name of the Plant Being that was made by SheHe.
  It provides us with cover and hiding places, with shade to sleep
  in and with wood to make our tools.
  …Chaos?
  Chaos is evil, a force that destroys Life. It was made to destroy
  the Wolf Brothers, who were so ﬁerce everyone had to either run
  and hide or make things to defend themselves. It destroyed
  them, and then began to destroy everything. Most Ancient First
  Shaman got the Three Friends and together they sent it away,
  to its own world. Now it only sneaks in sometimes, but it must
  be removed immediately.
  …Gods?
  Some beings did not want to go where Most Ancient First
  Shaman wanted to put them, so they made their own place.
  They call it God World, and the beings who go to or come
  from there are called gods.
  …Kyger Litor?
  After the wolves ate the Sun this being ruled the world. It made
  trolls to destroy Chaos and us, and it made the Underworld to
  live in when Most Ancient First Shaman sent it away.
  …Magasta?
  SheHe made waters to surround the world, but this one was not
  content and kept ﬂooding over the lands. Now it rules a vast
  salty sea to the south of this land, and it has a huge following
  of beings that it drowned and brought back to life as slaves.
  Avoid water if you can.
  …Mostal?
  SheHe appointed many overlords, such as Aldrya for the plants
  and Magasta for the waters. Mostal was appointed to be over-
  lord of the rocks and metals, and it lets us use stone to make
  our tools.
  …Orlanth?
  Orlanth is overlord of the airs. His winds rufﬂe our fur most
  pleasantly, but his rain soaks us. He can never be trusted.
  …Sedenya?
  That red spot in the sky is her. She was always up there, after
  SheHe made the world. When Death was being used by every-
  one she was killed, and Kyger Litor took her to the Underworld,
  or maybe we just couldn’t see her. But she is clever and es-
  caped, and took back her place in the sky.
  …Sorcerers?
  When Most Ancient First Shaman was putting the dead in their
  places some people made their own world, and then crashed it
  into ours. They were these, the sorcerers. They made beings to
  ﬁght us, but they failed. Now they have their own world, and
  anyone who comes from it is called a sorcerer.
  …Yelm?
  Yelm is the name that some men call the Sun. It is also called
  by other names, but there is one Sun, the bright orb overhead
  that heats us and gives light. SheHe made it.
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  P E O P L E
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  29
  Tradition of the Bush Voice
  The Skull Crusher Speaks
  
  Who are you?
  I am Sir Harﬁen, the loyal man of Count Igini Hedenveld. All
  honor to you, young squire my son.
  Who are we?
  We are the Vandervasse family of Bormandy. We serve Count
  Igini Hedenveld. Because the Hedenvelds are sworn to King
  Guilmarn, we are part of the Kingdom of Seshnela.
  What makes us great?
  The Hedenveld family has ruled Noyelle for fourteen hundred
  years, and we have served them for nine hundred of those years.
  Our family is rich in history. In 716, Sir Kernie Vandervasse
  killed the steed of the Dark King’s nephew with his bare hands.
  In 948, Sir Oleg Vandervasse exiled forty-nine of his relatives
  for treason against Count Homarr Hedenveld. In 1198, Sir Hen-
  rag Vandervasse became Supreme Advisor to the Ecclesiarch of
  the Church. In 1320, the Vandervasse family was outlawed by
  the King of Seshnela and we became robbers. In 1368, we were
  pardoned and restored to Bormandy. In 1581, Sir Grugen Van-
  dervasse met and spoke with Saint Dormal in Pasos. Remember
  your dates, my son: our family history is our family treasure.
  Where do we live?
  We live in the shire of Bormandy in Noyelle, the westernmost
  county of the mighty Kingdom of Seshnela.
  How do we live?
  We are fed by the farmers of Bormandy. In summer we eat
  veal, salt cod, apples, peaches, beans, cabbage, barley, and rye
  bread, and drink cider and barley beer. In winter we eat beef,
  venison, dry cod, and barley and rye bread, and drink apple and
  peach wine.
  Our clothes are simple; trousers, long-sleeved shirts, gloves,
  and boots. In winter, we wear heavy cloaks, coats, and hoods.
  On High Days, we wear black capes with blue velvet edging, as
  a sign of our rank. Ordained knights also wear a breastplate.
  Each branch of the Vandervasse family lives in its own
  manor. Six such manors are spread throughout Bormandy.
  Summerland is the oldest and greatest manor, and is always
  occupied by the family head.
  The Vandervasses own the fruits and hunting rights of all
  Bormandy as long as we can muster twenty-ﬁve mounted sol-
  diers, according to ancient custom. Each year, we send Count
  Hedenveld one hundred seventeen quintals of peach wine, forty-
  seven dressed stags, two bronze greatswords, and maintain two
  knights in the Count’s private service. Also, each year the King
  commands us to send six wagonloads of red cabbages and
  fourteen quintals of peach wine to the Theurgic Amphitheater
  at Hingswell.
  The family priest, Old Wizard Marlet, and his apprentices
  heal us of injuries and the old women in town heal us of our
  sicknesses.
  What is important in my life?
  When a new Vandervasse is born, he is taken to Summerland
  and blessed by Wizard Marlet. At the time of the Spring Festival
  he is brought before Count Hedenveld for ofﬁcial recognition
  as a member of the Vandervasse family.
  The summer after a Vandervasse boy grows tall enough to
  leap over the Age Pole without touching it he is ordained by
  Wizard Marlet to the ofﬁce of Squire. When, several years later,
  he has proven himself in manly sports, he is taken to Marlet and
  blessed with his weapons. Then he must travel on foot to Count
  Hedenveld, and if he is personally accepted by the Count he
  gets a surcoat, helmet, and dagger.
  Strictly speaking, only Vandervasse knights are permitted
  to marry, though if you are never knighted, you may keep a
  concubine. The children of concubines are, by deﬁnition, not
  Vandervasses.
  At death we are buried, and Wizard Marlet blesses the grave
  and soul of all Vandervasses upon their death. He also blesses
  the future happiness of all knighted Vandervasses each year at
  Wintertide.
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  30
  A Personal View of Seshnegi Life
  What My Father Told Me
  
  Who rules us?
  Most of our folk are peasants; herders, woodsmen, plowmen,
  and craftsmen. Such must be defended from vile pagans and
  robbers. That is the task of our house, and especially of its
  knights. The duty and obligation of the Vandervasses is to pro-
  vide soldiers and knights. Not everyone qualiﬁes for true
  knighthood. Some Vandervasses must spend their lives over-
  seeing the peasants and orchards.
  A healthy land also needs magic, and we knights share the
  place of protector with those who wear the white robe: the
  wizards, whose name means “Wise Ones.” Their words are our
  guidance, though they lead us not into battle or in court.
  Both we and the wizards are governed by the nobility.
  Though we are ruled by the Hedenveld family, only the eldest
  Hedenveld, who has been crowned Count, may properly claim
  our support. It is to his ofﬁce that we swear, not to him.
  What makes a man great?
  The greatest man is he who best fulﬁlls the lifelong task that
  God has set him, as signiﬁed by his birth. We serve our Count
  and our King not only because we are bound to them by cen-
  turies of service and gratitude, but also because Count Vander-
  vasse and King Guilmarn are just and noble, worthy of com-
  manding our respect.
  Everyone who wishes to be good, whether knight or peas-
  ant, must be loyal to his Lord. A lord’s word is the follower’s
  will. If you are loyal to the death, you are forgiven all sins.
  Nonetheless, you should be humble, and know your place.
  You must be chaste and faithful to your wife. Avoid pagan
  women, who mate promiscuously, like animals. Be merciful,
  kind, and generous to your lord, your family, and those you
  protect. Be courageous and ruthless as your lord commands
  you to war on the pagan threat.
  What is the difference between men and women?
  Men ﬁght, farm, hunt, and defend the land. Women raise chil-
  dren, comfort, and tend house.
  What is evil?
  Pagan gods and heathen spirits are ever ready to lead us down
  the path to perdition. The Invisible God has shown us the way
  to immortality and happiness, and His word is to be followed
  in every way. The pagan gods and their sinful witchcraft must
  be shunned.
  Disloyalty is the greatest vice. Harming your lord in any
  way dooms you to unhappiness in this life and loss of Solace
  in the next.
  Too much pleasure must be avoided, for drunkenness,
  gluttony, and lust are all truly vices. But only too much, I say.
  The liturgists dun us daily with their fear of God, telling us that
  anything that is of the ﬂesh is bad. I am not so sure: have they
  never sipped the chill wine or sank teeth into a fresh haunch
  of venison? Never felt the warm quiver of naked ﬂesh? No, of
  course they have not, and their bitter vows turn them into
  damnable hypocrites or shrill-voiced saints admonishing us
  against life itself. So walk the path of experience and temper-
  ance together.
  What is my lot in life?
  You will receive the things promised, and then you will go to
  the Count. If he needs men, and if he likes what he has heard
  of you and what he sees, he will take you into his service. Per-
  haps you will survive as one of his mercenaries—may God see
  to it that you do. If he does not accept you then you will join
  one of the other bands.
  I hope you have the virtue to join one of the good leaders
  who ﬁnds honest war for work and not one of the common
  robbers like those who pillaged us two years ago.
  If you want a hard but glorious ﬁght, you could fall in with
  the Crusaders, who are gathering to liberate New Malkonwal 
  from the pagans in the east. But I fear their expedition will end
  as badly as the last one, unless the King supports it this time.
  If you are lucky you will be recognized by someone, and
  you might be made into a knight. Your oldest brother will, of
  course, be a knight already. If you receive the honor you will
  have found success in the house of a nobleman and your future
  will be secured. You can take a wife and send your children
  here, or raise them in your new lord’s house as fate decides.
  How do we deal with others?
  The family is ﬁrst, of course, and in the family the father is ﬁrst
  and the eldest son second. You must honor and obey him as
  long as you are here.
  Loyalty to friends is important, but only as long as it does
  not interfere with a lord’s wish.
  Be cautious with strangers, but keep a friendly eye open
  towards them. Most people are good, if given the chance.
  Do not trust foreigners. They do not understand our true
  way. Use them as you would, but do not fall for their wiles,
  which are many.
  Learn what you can—you never know when it may be
  handy in a campaign.
  Who are our enemies?
  We have two great enemies: the godless pagans and heathens
  who covet our rich lands, and the heretical deviants who lurk
  within them. The onslaught of the pagans is blatant, and can be
  met by force of arms. The treacherous heretics, whether they
  be ﬂagellant Losers, self-righteous Hrestoli, sinister Arkati, or
  atheist Zzaburites, are more insidious, and their evil seed must
  be opposed by all good Rokari.
  In wartime, we ourselves must ﬁght to protect the farmers
  and all Bormandy. Seshnela is continually threatened by pagans
  and heretics to the east and monsters from the north and west,
  so we must ever be ready to march with Count Hedenveld to
  ﬁght for King Guilmarn.
  Who are my gods?
  Gods? There is but one God: Makan, the Great Mind, our In-
  visible God. We also revere Malkion and Rokar, His Prophets.
  Through long tradition, our family knights take Talor and Ger-
  lant as patron Saints.
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  31
  A Prophecy of the Hero Wars
  The Ship in the Sky shall rise again,
  Sailing on the River of Broken Laws.
  Waertag is on it.
  The Waertagi shall come again,
  Searching through the Fog of Broken Brithos.
  Zzabur calls them.
  Zzabur shall come again,
  Raising up the Land of Broken Dreams.
  Dormal fears him.
  Law will sink the Ship in the Sky again.
  Fog will overtake Brithos again.
  The Golden Dream will break Zzabur’s Curse again.
  
  Where did the world come from?
  The world is the result of interactions between impersonal nat-
  ural powers. Many forces of nature exist, working in extremely
  complex patterns. We collectively name these forces Makan, the
  Great Mind: our Invisible God and Creator. These energies
  have always existed and always will exist, as is written in The
  Abiding Book and as we can demonstrate through methodical
  experimentation, within the guidelines and theological con-
  ﬁnes laid down so wisely by Ecclesiarch Theoblanc.
  Where did I come from?
  Your mother bore you as a result of natural reproductive pro-
  cesses. Everything in the world has a natural origin. What makes
  you different from an inanimate object is your essence—that
  measurable part of you that gives you life.
  Why do we die?
  All natural mechanisms eventually break down. While our
  bodies can be maintained for many years, ultimately everything
  and everyone dies, even if only through happenstance.
  What happens after we die?
  Paths of knowledge have been discovered whereby we can earn
  identity and consciousness in Solace after death. This is why
  we worship Makan and keep the laws of Malkion and Rokar.
  Why am I here?
  This question passeth beyond your understanding. Each man
  has only one life, and it is his responsibility to live as well as he
  can. Only thus can we come to appreciate the works of the Cre-
  ator and earn the right to eternal fulﬁllment.
  How do I do magic?
  Magic is the process of manipulating natural energies through
  skill and the authority of will. This requires natural aptitude
  and many hours of study. In any civilized society, the services
  of professional wizards are available to all, for appropriate fees.
  Lesser cultures derive magic power from other-planar enti-
  ties. These alternate methods of magic impose limitations upon
  their practitioners—priests and shamans are slaves to their
  magic, even as we are masters of ours.
  I have heard of other powers. Can you tell me
  the truth about them?
  …Air?
  Those who worship the personiﬁcation of atmospheric forces
  are like the wind: ﬁrst blowing hot and hard, then wavering, and
  finally fading when needed most. The Aeolian heretics mistake
  a pagan deity for our Invisible God; they must be corrected.
  …Aldrya?
  Elves are animated plants. They have no souls of their own, and
  can never know Solace.
  …Chaos?
  When grouped together, the truly evil gods are called by this
  name. They are the spawn of the Devil, the raw Chaos from
  which Glorantha originally formed. Followers of these mon-
  strous entities are evil and worthy only of destruction.
  …Darkness?
  Trolls are a race of dangerous, brutal creatures who understand
  only strength. They feed the heathen spirit Kyger Litor to fuel
  their black magic. Trolls know about Arkat, from whom they
  stole the knowledge of sorcery.
  …Earth?
  Dwarves have uncovered the same natural laws that we know,
  and have no delusions about the reality of the universe. How-
  ever, they lack the key truths of Solace in the afterlife, and so
  are doomed to senseless existence and meaningless death.
  …Fire?
  The shining orb of the Sun has been an object of worship by
  savages since it rose into the sky. Primitive peoples seize upon
  the visible sun as the most obvious sign for the ruling power
  of their universe, and anthropomorphize it.
  …Heathen Spirits?
  The ignorance of savages is proverbial. Study of the petty beings
  they worship shows why. At best these creatures are minor in
  ability, of local importance, or are so vague and distant that
  they provide only pitiful magic.
  …Moon?
  This goddess is the modern example of misplaced belief in arti-
  ﬁcial gods, in this case a large rock that has been induced to
  hover above the Pelorian Bowl. Like the belief in Gbaji, belief
  in this manufactured goddess will drive her worshippers into
  suffering, degradation, and death.
  …Pagan Gods?
  During the Great Winter, people were lost and frightened. In
  an effort to understand their world they imagined gods in their
  own image, personifying their needs and desires and the forces
  of nature. These gods are always represented as benevolent
  forces, but each possesses a dark side that is revealed only when
  it is too late. We are free of the self-imposed limitations induced
  by the personiﬁcation of natural forces. We try to understand
  nature as it is. All other gods are, at best, lesser beings subject
  to the laws of nature and to worship any of them is folly, igno-
  rance, and blasphemy.
  …Water?
  The deep and ominous sea holds a history a hundred times
  greater than the human world. The ignorant have personiﬁed
  their fears, and emotionally feed monstrous entities, which are
  thus empowered to make real those fears. But our wizardry is
  more powerful, as the Closing and Opening clearly show.
  Holies of the Invisible God
  Makan, the Great Mind, Invisible God and Creator
  The Invisible God is, was, and shall be. He is the force of nature,
  the Great Mind, greater than all other forces. In the time since
  the world was formed, two great men have discovered secret
  truths of the Invisible God, and have tried to show other men
  the path to happiness.
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  32
  Teachings from the Wise Ones
  What the Wizard Says
  
  Malkion, First Prophet
  Sometimes, mankind has fallen away from union and under-
  standing with the Great Mind. Makan then sent prophets to
  visit us to teach us again how to ﬁnd God through body and
  heart. Malkion was the ﬁrst prophet of the Invisible God.
  During the Ice Age Malkion discovered the ways of the
  Creator, spreading his knowledge among other men to help
  them survive amidst the evil of the era. Malkion’s proofs are
  essential to intelligent action. He showed men the proper social
  classes and taught them to be happy with their lot in life. He
  taught us Solace.
  Rokar, Law-Bringer
  Rokar is our Second Prophet, who set the Church to rights in
  Seshnela, restored the laws of Malkion, and brought us Truth:
  One God, One King, One Church. He was burned at the stake
  for his faith, but divine messengers led his soul to Creator, con-
  firming his status as a True Prophet, whose laws have come into
  full and divine enactment through the Estimable Ecclesiarch.
  The Abiding Book
  On Kaltan’s Day in the year 646, a hand materialized from no-
  where, holding a quill. A call came, and the command was:
  “Write!” And the Pen, in obedience to That Which is Most
  High, obeyed without stint. It wrote upon indestructible paper
  that appeared when needed, and bound itself to a book with
  covers of leather from no known animal.
  So The Abiding Book describes its own origin. This super-
  natural work was created by the Great Mind to guide mankind
  through this dangerous world. It is the most impressive piece
  of Creation that has been witnessed in human history.
  Saints
  Though there is but one true God, there are many individuals
  who have discovered certain Truths, allowing them to intercede
  in worldly affairs to ensure the well being of the righteous who
  follow their ways. We term these individuals saints.
  Xemela, the First Saint, sacriﬁced her soul to save her
  people from the Black Swelling.
  Hrestol revealed crucial knowledge and rituals that enabled
  the followers of Makan to maintain their contact with him in
  the new age, after the Dawn of Time. He taught the Joy of the
  Heart, even as Malkion taught Solace of the Body, but heretics
  have distorted his message. Some even claim him as a Prophet!
  Gerlant Flamesword is the famous comrade and liege lord
  of Arkat. He was forced to choose between his people and his
  best friend, and he rightly chose his people.
  Are there no other Saints? 
  Of course there are, but beware the sin of iconism! You will hear
  some talk of older saints, of innumerable “holy orders,” and we
  must acknowledge the part they played in the great story of the
  Church. Paslac the Ruler was indeed a splendid example, whom
  kings and lords had every reason to emulate until they had our
  enlightened Ecclesiarch, Theoblanc, to give them wise counsel
  and clear guidance.
  Would that all such ﬁgures were as disciplined. In the Dawn
  Age, an evil conspiracy created Gbaji the Deceiver to stop the
  spread of Malkionism. They would have obliterated our civi-
  lization but for the efforts of Arkat the Destroyer. In an epic
  struggle he stopped Gbaji’s great evil and killed that spawn of
  the Devil. But his fanatical purpose eclipsed his reason. He un-
  derwent voluntary subjugation to pagan gods so that, although
  he succeeded in his task, he was a failure afterwards and con-
  demned by all. His story is tragic, a warning to everyone.
  Some misguided Rokari worship individuals as saints be-
  cause of their deeds, instead of innate holiness. The man called
  Dormal the Mariner came from afar to break the Closing of the
  seas, which vindictive Zzabur of the Brithini brought upon the
  world. He taught us the procedure we use now to send our ships
  again across the waves. This was very useful, but we ought not
  to pray to a key just because it opens a gate—better to thank
  the locksmith who crafted it, our holy Ecclesiarch, who knew
  to welcome Dormal to our land even before he led the Church.
  Perhaps better examples, more relevant to this age in which
  we have the Eminent Theoblanc to guide us, are saints who
  conﬁne themselves to their appropriate roles. Saint Edarad, for
  example. His Student Body works tirelessly to cleanse the taint
  from those who have mistaken sinful euphoria for spiritual
  enlightenment.
  Above all, do not confuse reverence with veneration! The
  Ecclesiarch, in his great wisdom, teaches that worshipping the
  saints is false veneration, as if they were pagan gods. Thus, light
  a candle and say a prayer to the proper saint, but do not seek
  magic from the blessed ones except by the direct dispensation
  of the Ecclesiarch's anointed.
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  33
  
  Who are you?
  I am Eirik Pavelsson, huscarl of the Icerni Clan.
  Who are we?
  We are the Icerni Clan of the Geroini Tribe. Our tribal founder,
  Geroin Foxrunner, was a shrewd and daring man, who joined
  Arim the Founder when he led his people over the Death Line 
  and back into Tarsh after the dragons had scoured it. Geroin was
  a man who could seize opportunities quicker than anyone else
  could even see them, and this is why we worship him as our
  ancestor and why we prosper today.
  Are we a great people?
  Geroin said it: “The strongest seed grows the greatest tree,” and
  there is nothing stronger than a Tarshite. When we were still
  enemies, we resisted the Lunars for generations, and now we
  are allies and their Emperor sends praise and gifts to our king.
  We Geroini are the swiftest and canniest of all, and our family
  the ﬁnest among them.
  What is the difference between men and women?
  Remember what Geroin said: “Man and woman, axe and cook-
  pot. Without the axe, what is there for the pot, and without the
  pot, how do you cook the axe’s tillings?” Men are people of the
  physical world, the warriors and the workers, the merchants
  and the rulers. Women are deeper, darker, secretive: theirs are
  the mysteries of the Earth and the hearth, theirs, as you will
  soon discover, are the ways of making both love and peace, or
  raising lust and fear. When Arim came to Tarsh, he became
  King of Dragon Pass by wooing and bedding Ana Gor, God-
  dess of the Six and Seven Secrets, but he also had to gift her his
  life, which she gifted back to him. That is powerful magic, and
  it is women’s.
  Where do we live?
  Right here, in Blackhorpe Farm. When you were born, we still
  lived in an old-fashioned stead like our backward cousins in
  Sartar, but we have done well. Now our farmhouse stretches
  round all four sides of the courtyard. You see those ﬁelds over
  there, on the other side of the village’s palisade? We own that.
  That barn over there, and the slave huts next to them? We own
  them, too. We also own a room in Dunstop, where your broth-
  er Ingomark is studying letters and learning with your cousins:
  as Geroin said, “Nothing learned is wasted.” We did not always
  own all this, but that is the Tarshite way, always growing, gain-
  ing and planning ahead. Our neighboring clan, the Berelenos,
  used to be rebels of the Keroﬁni tribes, until we Geroini con-
  quered them, and now they are learning the rewards of loyalty.
  Some day, our king will lead his armies with those of our Lunar
  allies to ﬁnally crush the Exiles who live around mighty Mount
  Keroﬁn. Then there will be more land and slaves to be taken,
  and we Geroini will be at the fore!
  How do we live?
  In Geroin’s words, “Back and brain, wit and main.” When we
  have to, we work hard in the ﬁelds, but now we have slaves from
  Sartar and even Balazar to do much of that work, and your
  uncle, Braggeh Broadarm, has a sacred Barntar Plow with which
  he breaks up the hard soil for us. While you and the other child-
  ren were polishing the plow and playing run-furrow-down, I
  was handing over six tuns of our best wheat-vodka to him.
  That is the way life works, favor for favor, gift for service.
  Our ancestors thought trade beneath them, but we now
  understand its ways. Those fat barges that take our wheat north
  into the Empire, where the hungry cities spill for leagues, they
  make us rich, and buy us slaves and horses, this house, those
  trinkets that delight your sisters and Ingomark’s education. But
  we never forget that what we trade we ﬁrst must earn, whether
  with guile, force or toil.
  What is important in my life?
  Soon you will be an adult, and we will gift you the man-por-
  tion: a room, an axe, a mail shirt, and a horse. Because we are
  rich, I shall also add a slave and a bag of silver.
  As Geroin said, “Life is a battle, to the winner the spoils.”
  Decide what you want in life, marshal your forces and devise
  your battle plan! You will have to work hard and be both brave
  and shrewd, but I know you will do well. Perhaps you will be a
  trader, but remember that we are at heart a nation of warriors.
  You have done well in training with the village fyrd, and I
  would be proud to see you become a huscarl like myself.
  Find yourself a wife both strong and shrewd, like your
  mother. I have seen you eyeing Kallindi, but she is the daugh-
  ter of a mere cottar and you can do much better for yourself.
  Who rules us?
  We are all subjects of King Moirades, although these days he is
  moon-struck, and his son Pharandros is Regent. We are proud
  to be Tarshites, with a glorious history and a glorious future.
  Our tribal chief is Angkel the Brooding, armsman of the
  king, but his health weakens. His brother and son scheme and
  plot as if he were already on the funeral pyre. Angkel may spend
  most days in bed and can no longer lift The Exacting Bite, our
  tribal warspear, but I would not risk such presumption. His
  mind is as sharp as ever. This is the man who outwitted the
  Nine-Voiced Shrew and won us a year’s tax exemption in a three-
  day long game of swords-and-shields with Moirades himself.
  As Geroin put it, “Even a rusty axe can cut deep and fast.”
  We obey Angkel, both through our clan chief Indrin In-
  drinsson, and also through the shrieve, Gray Ostyr. Beware the
  shrieve, son. He is not from our clan. Instead, Angkel appointed
  him from the Valarings to be his eyes and ears among us. The
  Valarings have always resented us, and Ostyr would do us mis-
  chief. But he knows that we watch him, too, and if he oversteps
  his powers, Indrin will have his head. Yes, I saw you look at
  Blond Crescent. As Indrin’s fyrdmaster, it will be my axe that
  does the deed.
  What makes a man great?
  Pride, wits, courage and gold, all these make a man these days.
  Be proud of your family and your people, for these are exciting
  times. Since we allied with the Empire, there are great oppor-
  tunities for all, whether in war or in trade. Seize them with
  both hands, but never forget your history, either.
  /  /  /
  H E R O Q U E S T
  V O I C E S
  /  /  /
  34
  A Personal View of Tarshite Life
  What My Father Told Me
  
  What is evil?
  Evil is a word we used to use too easily. Once, we thought the
  Lunar Empire evil, because it was different, but now they are
  our allies. I think Chaos is evil, but Ingomark tells me his Lunar
  tutor teaches him that Chaos is no more evil than the storm,
  destructive when untamed but a source of power when con-
  trolled. But then again, I don’t know much about religion.
  What is my lot in life?
  You are a Tarshite and my son: destiny smiles upon you!
  How do we deal with others?
  Times are changing, and sometimes even I ﬁnd it hard to know
  who is a friend and who an enemy or when something new is
  an boon or a threat. In these times, hold to those upon whom
  you can rely: your family, your friends, your village and clan.
  Of everyone else you should be wary. Most of them offer
  you opportunities. They may be useful allies, like the Empire
  whose armies ﬁght alongside ours in Sartar and whose silver
  ﬂows into our coffers. They may have something you want, in
  which case you should think how to get it. Once this might
  have meant axe-taking and blood on the snow, but this is now
  a peaceful land and instead, we might trade. You should never
  break your word, but neither should you be afraid to use your
  wits to strike a bargain in your favor. After all, as Geroin said,
  “If Voriof had not meant them to be sheared, he would not have
  made them sheep.” If they take up arms against you, though,
  strike without mercy and hesitation, and sell them as slaves or
  let their blood fertilize our ﬁelds.
  Who are our enemies?
  Remember what Geroin said: “Family make the worst foes.” Our
  greatest enemies are our cousins and wayward sons, the Exiles
  who live around Keroﬁn and the Sartari. The Exiles have be-
  come bandits and savages, sacriﬁcing free men in bestial rites
  to savage goddesses. Where they raid, they bring ﬁre and ruin,
  earthquake and infertility. But soon, they will be tamed.
  Then there are the people of Sartar. They are half-civilized,
  living in squalid poverty and refusing to acknowledge our mon-
  arch as King of Dragon Pass. The problem is that they still wor-
  ship Old Gusty, Orlanth. Once we also thought him a mighty
  god, but now we realize that we can do without him and that
  he is just a troublemaker and rebel. Soon, they will be tamed.
  The Valaring Clan is our foe, too. They resent our good
  luck, ﬁne looks, and great wealth. They cast jealous eyes on
  our golden wheat ﬁelds and make spurious claims about our
  having stolen the Broader March from them. Now their young
  men seek to steal our cattle and their old women mutter in the
  tribal court, but Indrin has a plan, and he has told me it. Soon,
  they will be tamed.
  Who are our gods?
  While we have seen through Old Gusty, we still worship the
  gods of the Storm Tribe, who were revealed to us by the ancient
  hero Alakoring Dragonbreaker. Many are the sons of Ernalda
  Earth Queen, from Dar the Chieftain to Durev the Farmer. I wor-
  ship Starkval the Huscarl, like most warriors in the lowlands,
  although farmer gods like Barntar, Durev, and Orane are most
  widely worshipped. Watch Invoc Longﬁnger next time he comes
  to buy our grain to sell in the markets of Furthest: he worships
  Issaries the trader god, who is a smart god indeed. He is honest,
  but tricksy, so you need to make sure he is not taking advantage
  of you. At the same time, you might learn something from him.
  There are many who, like your brother, have turned to the
  Red Moon Goddess of the Empire, whose mother was Ernalda.
  The Lunar gods are powerful, but even if you turn to them, you
  should not forget that you are a Tarshite ﬁrst and foremost.
  What is there to do around here?
  Now that we have slaves to do our work, we have more time to
  do what we want. For some, that is hunting and weapons-drill,
  wrestling and axe-dancing. We have many festivals, including
  those secret rites of our tribe and clan, like Geroin’s Day, when
  we show our wits by playing practical jokes on each other, and
  Tun-Breaking, when we open the
  ﬁrst casks of vodka. But there
  is always work to be done
  and play to be had, whether
  a game of kick-the-ball or
  an evening in the clan
  hall spent singing and
  listening to Har-
  nafel’s bagpipes,
  while the
  Elders play
  swords-and-
  shields at the
  high table.
  /  /  /
  T A R S H
  /  /  /
  35
  A Prophecy of the Hero Wars
  And Arim came back. And Arim was angry. The rocks out-
  side Maranaba groaned and sang, then split lengthwise,
  thrice three manheights. Varstapoor's shade shone with joy,
  but the earth-women tried to stop the Pauper, so blinded
  by their bloodlust and mean-spirited selﬁshness were they.
  Arim drove them from his path with furious sweeps of his
  staff, the bloated priestess he ﬂung down from her chariot.
  As she began to summon black blood-earth monsters from
  the Seventh Cube, suddenly Ana Gor stepped forth, clad
  in the mute Firstblood girl they called Nobody, and the
  women and their not-men prostrated themselves in awe
  and fear and hope.
  And Arim came home. The moonlovers barred their
  doors and cast magics of every kind, but he did not even
  deign to notice their spells and spirits. Bagnot’s gates he
  wrenched from their iron hinges, but when trembling
  hands offered him a crown, he ﬂung it aside. Instead, he
  gathered the people and spoke. He spoke of their destiny
  and their duty, of strength and mercy, of humility and
  pride, of offering a haven to the desperate, a terror to the
  degenerate. When he spoke, huscarls and scholars, farmers
  and slaves, all stood as one, for one they were now.
  Arim had come back.
  
  Where did the world come from?
  The Creatrix made the two races of gods ﬁrst, the Gloranthan
  Court and the Tribe of Chaos. Neither understood the other,
  nor accepted the other’s role in Creation, and from this initial
  conﬂict arose the imperfect world in which we live.
  Where did I come from?
  The Gloranthan Court and the Tribe of Chaos fought each other
  to destruction, and where they died lay a heap of ashes and slag.
  From that matter Glorantha, goddess of compassion, fashioned
  First Woman. She bore the ancestors of all the sentient races,
  whether they came from stone, dirt, wood, animals, or some
  human demigod. The races of people grew healthy and numer-
  ous, and you are of their descent.
  Why do we die?
  The disharmony of the Gloranthan Court and the Tribe of Chaos
  created an illness that sickened all creation. As a result all the
  world must now die too.
  What happens after we die?
  All souls, living and dead, move within the compassionate har-
  mony of the world. As a follower of the Lunar Way, when you
  die you shed the gross matter of your life and ascend to the
  surface of the Red Moon or some other paradise reﬂecting your
  personal patron. Hope that when you are again purged and
  whole you may be reborn into a new body for a new life.
  Why am I here?
  The races of mankind were created to restore health to the cos-
  mos. We exist to purify ourselves and, thereby, the wretched
  parts of the world. Our duty is to restore unity, harmony, and
  joy to the world of the living and the dead, heal the cosmos,
  and attain the bliss of immortality.
  How do I do magic?
  The world is ﬁlled with invisible powers. Sedenya places all
  those powers within your grasp, and you can integrate them in
  many ways: spirits may aid you, gods can help you, or you can
  manipulate energy with your own force of will. But all magic
  should be used to heal the world.
  I have heard of other powers. Can you tell me
  the truth about them?
  All the gods who came before Sedenya’s rebirth as Rufelza are
  hurt, incomplete and unwell, stuck in their old ways. Rufelza
  is the part of the cosmos that has already been healed. We wor-
  ship her and the New Gods.
  …Aldrya?
  Aldrya is the uncivilized, untamed, untouched. She is all that is
  wild—both the dancing light and the sinister dark. Her children
  are innocent, simple servants to the spirit, born of wood. 
  …Kyger Litor?
  Within us all lurks a shadow, hiding and ready to pounce upon
  us in a moment of fear. Sedenya has conquered those inner sec-
  rets, so no longer fears her dark side. Kyger Litor herself must
  be cured to no longer fear the world, so that the world will no
  longer fear her.
  …Magasta?
  The sea gods have always been secret initiates of the Lunar Way,
  for their tides are caused by the Blue Moon. The sea heals, and
  the fear that mankind feels of the sea is the fear of a health
  unknown to their mortal bodies.
  …Mostal?
  The dwarves never learned to yield before change, so to them it
  brings defeat and death, where we would see opportunities for
  transformation. Their artiﬁcial constructs are cold and sterile,
  whereas our work brings new dynamism to Glorantha.
  …Orlanth?
  Orlanth is the sterile force that is rebellion without purpose.
  His creed is change and freedom, yet he is unchangeable and un-
  free, deﬁned not by a positive vision but negative opposition.
  He resists the Goddess’ liberation and suffers because of it, but
  with compassion Sedenya reaches out to him and will prevail.
  We shall free him!
  …Yelm?
  This proud god of emperors is regaining his divine strength
  and freedom through the liberation of his worshippers. Honor
  him, praise him! The bright and shining ﬁre of the universe is
  the keen mind and sharp eyes of the goddess.
  I have heard of other worlds. Can you tell me
  the truth about them?
  Of course, but remember that the distinction between different
  worlds is a reﬂection of the fragmented nature of creation. Sed-
  enya’s power is manifest in all of them, and Her physical form,
  Rufelza, is present in each. When Sedenya has healed the cos-
  mos, all worlds shall be as one.
  …Chaos?
  The Life/Death duality of the Mortal World is mirrored in the
  Chaos/Divine duality of the Immortal World. The gods of Glor-
  antha fear Chaos in the way that living mortals fear death. But
  even Chaos, which we prefer to call Entropy, can be conquered
  and harnessed, as proved by Rufelza. Each thing, monstrous or
  metaphysical, has its place, even if only as a precautionary tale,
  for those who understand the entirety of the cosmos.
  …Sorcerers?
  The god called ‘invisible’ by the monotheists is visible to Sed-
  enya. She alone has mastered its identity and secrets, and can
  use those natural powers called sorcery as her own. It is the
  unhealed cosmos itself, weakened and abused but still vibrant
  with potential.
  …Spirits?
  There are myriad minor spirits of the world. When healed each,
  like you, will be a god. Some are important now, but all are
  equal before Eternity. Nurturing them brings equal healing
  and friendship to you. Help them.
  /  /  /
  H E R O Q U E S T
  V O I C E S
  /  /  /
  36
  Talking to the Moon Woman
  What the Lunar Priestess Preaches
  
  Gods of the Lunar Religion
  The Forms of the Goddess
  Since Before When, there has been a Cyclical Power at work
  within the universe, known by different names and displaying
  different powers. The present form is Natha the Avenger, both
  light and dark, merciless and compassionate.
  Natha’s powers were brought into the world through a
  mighty ritual into the body of a girl, Teelo Norri, some four cen-
  turies ago. She became Teelo Estara, living embodiment of the
  Goddess, and she heroquested through the cosmos and her own
  heart to awaken her godhood, becoming Sedenya, the highest
  Lunar power.
  When Sedenya took physical form, wrapping herself in
  earth and rock and ascending into the sky, she also became Ruf-
  elza, the Red Moon, who still today hovers reassuringly above
  us. This cannot be understood by the unenlightened, but Sed-
  enya, Natha, and Rufelza are all aspects of the same cosmic
  power, and we worship them together and separately.
  Takenegi Moonson, Our Father, the Red Emperor
  Our Red Emperor is one in a long line of wizard-kings, respons-
  ible only to their mother, Rufelza. Our emperors are immortal
  in that no natural death can claim them. Even if slain, they are
  reborn in a new form, a new Mask, at once different and yet the
  same. The present Mask, Takenegi Argenteus, is beloved of his
  people and beloving of them. We burn a pinch of borrig and
  light a candle to bless his Seventh Soul every Full Moon day,
  and you should come and join us then for a reading from the
  Rufus Script.
  The Inspirations of Moonson
  These are deities and demi-deities born from Takenegi himself.
  The First is Glamour, patron and guardian of the Lunar capital.
  The Second Inspiration is Yara Aranis, Goddess of the Reaching
  Moon and scourge of the horse nomads who threaten the Em-
  pire from the east. HonEel is Third, goddess of maize, dance,
  and seduction. She it was who came to Tarsh and revealed that
  Ernalda the local Earth goddess was a form of She Who Waits
  and thus one of the Seven Mothers. The Fourth is JarEel, poet,
  swordswoman, and heroine, but still a mortal, of sorts.
  The Seven Mothers, recreators of the Red Goddess
  The Goddess prepared all the world for her coming, and seven
  individuals came together to bring about her rebirth: Deezola,
  queen and healer, Yanafal Tarnils the warlord, Jakaleel the witch,
  Irippi Ontor, sage and scribe, Danﬁve Xaron, the Bridge of the
  Seeker, Teelo Norri, the innocent girl whose body Sedenya in-
  habited, and the mysterious force that we call She Who Waits.
  In return, the Goddess taught them all of her secrets, and they
  have achieved immortality.
  The Seven Mothers may either be worshipped individually
  or all together. The branches of the cult act in harmony to fami-
  liarize outsiders with the stories of the Red Goddess.
  Jakaleel the Witch
  One of the Seven Mothers, Jakaleel is the spirit shadow of the
  Goddess. She teaches of the Spirit World and of death. She
  founded the all-embracing tradition called From Dark, which
  recognizes Sedenya as its great spirit.
  The Cerise Church
  Sedenya transcends the usual boundaries of life and magic.
  Thus, she is venerated in the manner of the western wizards,
  through the teachings of the Cerise Book.
  New Gods
  All humanity seeks to regain the immortality lost during the
  Gods War. Sedenya can show the way to it, and many of those
  we worship were once mortals, made deities by Her power.
  These New Gods include the Seven Mothers; Etyries, the patron
  of communication and merchants; Erana Halfmoon; Pinugia the
  Protectress; the Moon Bear; and more than seven times seven
  sevens more.
  Healed Gods
  Sedenya’s way is one of inclusion: “We Are All Us” is her creed.
  She does not seek to replace other deities and powers, but to
  awaken their Seventh Part and bring them into the Lunar Way.
  Many are the local gods, spirits, and saints who have been so
  awakened, even here in Tarsh, ranging from Ernalda the Red
  Earth to tribal ancestors such as Perun of the Barastaros.
  /  /  /
  T A R S H
  /  /  /
  37
  
  Who are you?
  I am Maheshurgan son of MaheSomash, proprietor and keeper
  of the Fourth Open House of Exchange that has been in busi-
  ness since Chal walked the lands and took away his ﬂywhisk
  from that shelf, there, that is framed now in gold.
  Who are we?
  We are the Fourth Open House of Exchange, an institution of
  great renown and honor, blessed of Somash Mimi—let us praise
  him! You are one of the trainees, the child of my third wife Zira-
  manth of the Grand Place of Five Front Doors.
  What makes us great?
  We are great because I am a wise and pious follower of The
  Book of Well Being, learned in its ways (especially the twenty-
  third through thirty-second verses.) Ever since Chal graced us
  by taking the ﬂywhisk we have been patronized by nobles and
  priests and sages. His attention caused Somash Mimi—let us
  praise him!—to look our way, and our pious attentiveness has
  kept his gaze upon us.
  Where do we live?
  This is the district of Bara, the neighborhood of sandalwood
  aroma, where good and generous people live who are always
  walking in the pathways of Chal. Around us are the neighbor-
  hoods of Heza, Marda, Koor, Manaple, Darathot, Jinjib, and
  Buna, where people of the other verses live. This city is ruled
  by the House of Dalar Rapoor Arguni, the wise and generous
  Son of the Third Teaching, which is why it is called Dajanapol
  Rabur, Tower of Rubies.
  How do we live?
  We walk in the glory of Chal, who set us upon the way of ﬁery
  truth. We exchange the most valuable commodities: black
  mares, warm cattle, the Five Spices, incense furniture, rubbing
  emeralds, women’s silk clothing, beard oil, and a complete line
  of household goods for people of all classes.
  What is important in my life?
  To know the lessons of The Book of Well Being and obey the rules
  of the First Teaching, to sacriﬁce properly to Somash Mimi—let
  us praise him!—to fulﬁll the obligations of your past lives, to
  restock the inventory when told, to wait on customers with
  respect, to count the change properly, to bow to the priests, to
  lie down for the nobles, to accept a wife from a good house and
  to have many sons.
  What is the difference between men and women?
  We are in essence exactly the same, being ﬂame, form and per-
  fection. We are subject to the teachings of Chal, to the rules of
  the King, to the rites of the priests. We are different in that our
  bodies are dominated by the ﬂames of Great Somash—He is
  Life!—while women’s souls are dominated by the fuel of Kab
  Vanarana Sa—She is Love!
  Who rules us?
  I do, of course, for I’m the proprietor of this establishment. I
  need obey only Dalar Rapoor Arguni and his kin, and also his
  Lord, the grand and most majestic Pubnashap, Vessel of Light
  who has the obligation to be perfect, to perform the Great Rites
  and to provide the land with love and tyranny.
  What makes us great?
  We are the ﬂames of Great Somash—He is Life!—and that
  makes us great. We are humble beings, we who know only the
  First Teaching. Greater than us are those who know the Second
  as well, and they are the red-robed priests who intervene for us
  with the gods. Greater than them are those who have mastered
  the Third Teaching, the fortunate nobility. But the most great are
  the zitrs, sages who have mastered the Fourth Teaching as well.
  What is evil?
  Everything not of the Flames of Great Somash—He is Life!—is
  evil in some degree. That basically means everything that is not
  of our great land of Teshnos is in some way evil.
  What is my lot in life?
  You will be fortunate because you are in this house, and you will
  learn the First Teaching and especially the twenty-third through
  thirty-second verses of The Book of Well Being. If you can you
  will learn the Second Teaching as well, and in your next life be
  born among the priests. This is the Way that Chal taught us
  and the way of all good folk. If you are ﬁnd this stiﬂing or inade-
  quate then you can learn the way of one of the Moving Gods 
  and still be saved.
  How do we deal with others?
  Patience is the essence of interaction. If we are so fortunate to
  deal with a zitr then we wait quietly until they take what they
  want. If we are lucky enough to deal with a nobleman then we
  wait quietly until they indicate what they wish, and we choose
  the best and wrap it and send it to the palace with more gifts.
  If we are blessed enough to deal with the priests then we wait
  until they tell us what they want and we prepare it and send it
  off with them to the temples. If we are fortunate enough to
  deal with another First Flame then we wait for them to say
  what they want and we show them the best that we have and
  exchange it for coin. If we are unlucky enough to deal with a
  Solﬁte then we watch until they offend us and we strike them
  and call the Ovansharu to drive them out. If we are cursed
  enough to have foreigners come here then we wait until the
  jungle responds to strike them down with a curse or a disease.
  Who are our enemies?
  We are blessed and wealthy, and thus there are many who are
  jealous of us enough to be foes. No one in the land is a foe, not
  the stupid goonda or the decadent Solﬁte addicts; those are just
  unfortunate and inferior. 
  In the east are the amazon Marazi, the peaceful Sofali tur-
  tles, the dwarf Babadi, and the tree-climbing Fethloni, but none
  of those are enemies.
  But a great foe is the land of Kralorela to the north, which
  each year sends a monstrous serpent over the mountain passes
  to destroy us. We are fortunate that Uranaroon Mashadoroon,
  6  6  6
  H E R O Q U E S T
  V O I C E S
  6  6  6
  38
  A Personal View of Teshnan Life
  What My Proprietor Told Me
  
  39
  the mighty chosen elephant, defends us from them.
  Another foe is the horde of beast men of the west who often
  forget who we are and come into the land to steal and pillage.
  We are fortunate that Balandak Zim, the Jungle Master, pro-
  tects us and curses them, or send disease, or rots their faces in
  our defense.
  In the south on the devil island of Melib is Harstar the Vile,
  a man who has put out his own ﬂame by killing zitrs and hating
  us. He has an army and navy of Gachi devils and Ashurtan
  demons who will turn to dust, we are told, if they lay foot upon
  our good land.
  Who are my gods?
  You have one of great importance, Somash Mimi—let us praise
  him!—who is the power of merchants like us. He is a Rev-
  erence of the Great God Somash—He is Life! You must never
  miss a sacriﬁce or a prayer to him! As for the rest, you should
  attend their rites at your pleasure and convenience. I can tell
  you of them. Practical knowledge, not the philosophies of the
  zitrs, who see beyond this mortal sphere to higher truths.
  Great Somash—He is Life!—has many Faces, each with its
  own form or Reverence. Only the priests may worship him and
  participate in his sacriﬁces.
  Somash Vindinaran—Praise his name!—is the Creator of
  the present world. He is worshipped every day at dawn. He bears
  the powers of Endi Varo, the self-contained Creator of old who
  made the whole universe and has withdrawn to worlds beyond
  our ken.
  Somash Neran Bas—May he bless us!—is the Healer, wor-
  shipped every day in the mid-morning. He helps us to grow,
  cures us of our sicknessess, heals all our wounds, and repairs
  our sorrows.
  Somash Ji—May he be merciful!—is the current Father
  and Emperor, the patron of nobility and the protector of
  wisdom. He guides the noblemen. His sacri-
  ﬁces are every day at noon.
  Somash Mimi—Let us praise him!—is
  our god, the Great Exchanger, the protector
  of Merchants. His sacriﬁces are every day at mid-
  afternoon.
  Somash Hero Madoro—Remember his name
  my son!—is the scholar who records all the deeds
  of men and women, and gives the document of the
  soul after death to determine the next lifetime. His
  sacriﬁces are every day at sunset.
  Somash Veren is the Beauty Sun, the Lord of
  Music and the Master of Song. Anything of beauty
  that is seen or heard is from him.
  Somash Endi Varo is the Judge of the
  Gods, who measures the ﬂames of human-
  kind after death and determines what life
  they will be formed into on their next in-
  carnation. He is one of the Moving Gods.
  Alen Somash Sa is the Warrior Sun and the
  primary object of worship by the ovansaru, the
  soldiers and police for the kingdom. He is also
  one of the Moving Gods, recognized as the bright
  yellow planet that traverses the sky each night.
  There are hundreds of other deities. Some, like Solf and
  Calyz, have many faces or forms. Others show only one face to
  us mortals.
  Kab Tolat Solf is the Great Destroying Warrior. He is also
  one of the Moving Gods, recognized as the great red planet that
  is called Tolat.
  Besdi Solf Du is the Seventh Little Destroyer, the thief of
  Heaven and Hell. Sometimes give an ibi deer or a black pig to
  the priests to sacriﬁce to him, and you can see the shoplifters
  when they walk through our door.
  Calyz Mandar is our ancestor, the father of humankind
  and the Keeper of the First Flame. His rites are always colorful
  and joyful. He had many wives, a harem, and from them came
  all of us humans.
  Vai Madar Sa is the Great Star Archer. He is also a Moving
  God, recognized as the constellation of the Great Hunter.
  Balandak Zim the Jungle Master is both male and female,
  and rules over the vast sweaty forests that ring our cities and
  ﬁll every hill that is not farmed.
  Velit Maniz is the Invisible Leopard, the Lord of the Hunt.
  He is one of the jungle spirits who are our friends.
  Mairnali Har is the Mother of Compassion. She is called
  the Mother of Mankind because her kindness and healing saved
  everyone from evil.
  Sera Veren is the Beauty Dancer. She is the Lady of Dance
  and the Mistress of Love. Anything of beauty that is touched or
  performed is from her.
  Kab Vanarana Sa is the Great Goddess. Her nine hundred
  daughters provide us with sustenance and health. All of the
  products in this shop and warehouse are the gifts of a daughter,
  and all the things that are worn, eaten, or known come from
  more daughters, and all the pleasures and troubles that a
  person can make are her daughters. Go to her worship
  whenever the idea strikes you to do so.
  What is there to do around here?
  There is work enough to keep you busy if you so wish,
  but when that is done you may visit the House of Eight
  Hundred Delights, or the Hall of Uncounted Pleasures,
  or the Tower of Joy, the Warehouse of Wonder, or
  any of the two hundred restaurants of this city. For
  sport you can play baman, medifuralor, or solﬁn
  madaz, or watch the professionals of those sports.
  You can hunt on foot or from elephantback; ﬁsh
  for sport, trophy, or food from the rivers or sea;
  or simply rest, take your ease, and watch as the
  beautiful men and women walk our streets.
  6  6  6
  T E S H N O S
  6  6  6
  
  Where did the world come from?
  First was Endi Varo, the self-contained and self-created Crea-
  tor. It created the Universe from Itself. It created three worlds,
  one for challenge, one for play, and one for desire. Each of those
  then self-created as well, so that within each were beings.
  After one hundred dynasties they learned each of Endi Varo,
  and thus of each other. For one hundred dynasties more they
  mingled, ﬁrst in harmony and then in conﬂict. As a result of
  that harmony and conﬂict the Fourth World was made, in which
  we live. This world too self-created, and after another hundred
  dynasties the Underworld was created, and after one hundred
  more, the Unworld of Chaos. After another hundred dynasties,
  Chal the Wise instructed a king and then others and so made
  the land that we know now as Teshnos.
  Where do we come from?
  We are people and are made of parts of all the ﬁve worlds. Calyz
  Mandar is the father and creator, and he had many wives who
  were the bearers of our ancestors, and this is why those who
  follow Calyz are expected to have many children.
  Why do we die?
  All things being and end, and that is the way the world was
  created. Without this renewal no one has the chance to tran-
  scend themselves and rediscover Endi Varo.
  What happens after we die?
  Somash Endi Varo scrutinizes the nature of our inner ﬂame
  and determines its qualities, then determines the type of its
  resting and the place of its rebirth. The resting seems long to
  the soul, but in the world of mortals it is short. We are then
  reborn, and the zitrs can trace the former lives and histories so
  that each person retains the obligations and debts and bless-
  ings of its former life. Thus is the society tied together.
  Why are we here?
  We are here to carry on the job of Endi Varo and to experience
  challenge, play and desire. We are created ﬁnite to know these
  things, and to learn of them and advance our being through
  them to reattain unity with Endi Varo.
  How do we do magic?
  We are ﬁnite beings with inﬁnite opportunity, and our station
  in life determines the nature of expression. We all draw from
  the God World, the Spirit World, and the Sorcery World. We
  must limit ourselves to the ways taught to us by Chal the Wise
  and as detailed in the Works of Chal, or in The Book of Well Being.
  The Book of Well Being is, of course, right and true, but it is only
  a brief synopsis suitable for commoners. For those such as
  ourselves, the deeper mysteries of the Works of Chal beckon. By
  studying these texts and reﬂecting upon their lessons, we can
  perform those works that are most suitable for us and ensure
  our progress through life, lives and to the inﬁnite.
  You spoke of other worlds. Can you tell me the
  truth about…
  …Chaos?
  This is the Sixth or Last World, a subcreation made by beings
  of ignorance and trouble. It is farthest removed from Endi Varo.
  …Gods?
  The gods are the beings of play, created by Endi Varo for his en-
  joyment. Their God World has a million beings within it, each
  of them different and each of them capable of manifesting a
  magic.
  …Sorcerers?
  These are the beings of challenge, created by Endi Varo for his
  enjoyment. Their Essence World has a million beings within it,
  each of them different and each of them capable of manifesting
  a magic.
  …Spirits?
  These are the beings of desire, created by Endi Varo for his en-
  joyment. Their Spirit World has a million beings within it, each
  of them different and each of them capable of manifesting a
  magic.
  6  6  6
  H E R O Q U E S T
  V O I C E S
  6  6  6
  40
  The Mysteries of Fire
  What the Zitr Expounds
  A Prophecy of the Hero Wars
  And the life-ﬂames of the Righteous People will burn bright
  as Great Somash—He is Life!—rises into the skies that day,
  such that even the unclean and unknowing can see them,
  and they will burn yellow and red and blue and white and
  colors no one has any words for. Yet even as the Righteous
  rejoice, they will see Great Somash—He is Life!—grow dim
  and ageing, for it is His ﬂames they are burning. And the
  Righteous will gather in the squares and in the ﬁelds, and
  the sound of their prayers will roll across the land, then the
  First Sacriﬁce will leap into the heavens and his life-ﬂame
  will soar skywards. Then the life-ﬂames of the Righteous
  will burst forth and mingle above Teshnos, forming a mighty
  Flamebridge that will join the polluted ground with the re-
  viving Sun. Great Somash—He is Life!—will then beam his
  blessings upon the Righteous, beggars will become zitrs,
  elephants will calve twice a year, and the ﬁelds will harvest
  themselves. Then, after the Flamebridge has burnt for twice
  two hours, it will begin to fade, but as it does, down it will
  come Chuhenshahanabap, the Somash Maharaj, for such
  has prophesy foretold.
  
  I have heard of other gods and powers. Can
  you tell me the truth about…
  …Air?
  This great storm lord is the pre-eminent deity of the God World,
  the Master of Play who became confused with challenge and
  desire.
  …Darkness?
  This is the power of the Underworld, or Fifth World, that spilled
  over into the Fourth World. It is a subcreation brought into
  existence by beings of limitation and mixed desire, play and
  challenge.
  …Earth?
  Mostal is the name for the creator of the Babadi, a clever race
  of craftsmen who live in the mountains and in the jungle. They
  are among the unﬂamed, but they are also the source of our
  prayer wheels, the sacred mirrors that link the temples of So-
  mash, and many other clever artiﬁces.
  …Jungle?
  Aldrya is the Fethloni name for the great jungle that provides
  us with the wood and spices that fuel our mundane ﬁres. She is
  the mother of Balandak Zim, the Jungle Master, who protects us.
  …Sedenya?
  The Red Moon is a great being of the Fourth World, an example
  of the state of higher being that can be attained by the residents
  of the world of men.
  …Water?
  This is a power of the Underworld, but which lies halfway be-
  tween the world of men and the Underworld. It takes the form
  of ceaseless motion and of water.
  Zitric Lore
  The Teachings of Chal
  Chal the Wise, blessed of Great Somash—He is Life!—brought
  order to Teshnos after the evil of Sheng Seleris. He taught us
  the Truth of the world.
  His First Teaching shows us that we are all Flames, and
  that each ﬂame is one of the Five Fiery Forms.
  His Second Teaching proves that we are not really Flames,
  but actually the Form itself, for the Flame is an illusion made
  by our many imperfections.
  His Third Teaching reveals to us that the Forms are also
  false, caused by minor imperfections. When we realize that all
  Forms are One Form, ﬂames of a single Celestial Fire, then we
  are released from the bondage of rebirth and reside forever in
  the perfection of Creator. There are less than a dozen people
  alive today who have mastered all three of Chal’s Teachings.
  Some fear the coming of the calamitous Time of No Zitrs, as
  was prophesied by Chal himself.
  The Five Fiery Forms
  Zitro Argon
  Zitro Argon is ﬁrst of the ﬁery forms, with one Reverence, the
  zitr meditative ascetics. King Pubnashap, the Vessel of Light—
  may he reign in radiance!—is an avatar of Zitro Argon, and con-
  templates his transcendent ﬂames in the Soul Furnace at the
  heart of the Great Temple in Zanozar.
  Somash
  Somash is the second form, with many Reverences to his many
  Masks. He is the form of superior human beings, such as priests,
  nobles, warriors, poets, healers and administrators. His path
  requires ﬁdelity, purity, and truth. His temples spread the will
  of the Vessel of Light across the land, and the order of priests
  known as the ovansaru defend his divine person and his realm.
  Calyz
  Calyz is the third form, and is the ﬁre of normal humankind.
  Most people beneﬁt from the sacriﬁces we make to Calyz,
  whose ﬁres are kept burning within domed kilns, ready for the
  next offering. The city of Dombain is his birthplace and most
  hallowed city. The queues of young men seeking the ﬁreseed
  blessing outside the Broadest Dome can often stretch three times
  round the temple’s outer wall.
  Furalor
  Furalor is the fourth form, the female ﬁre that receives all things.
  She is primarily the funeral pyre ﬁre, but is also the recipient of
  lost items, forgotten thoughts, decay, and lost causes. When a
  Quenching Mourning is declared, everyone must pay the woe-
  tax of a copper coin every time they see one of Furalor’s white-
  veiled priestesses.
  Solf
  Solf is the ﬁfth form, the burnt out ﬁre. His polluted forms in-
  clude the cold volcano, sexual deviance, gluttony, abuse of in-
  toxicants, waste, suicide, and death of Self.
  6  6  6
  T E S H N O S
  6  6  6
  41
  
  Who are you?
  Huda! Old Cronisper made time, and he made plenty of it. So
  sit in stillness, for I have a voice that must be heard. I am your
  uncle, Hawaja Kiwartii, leopardskin hunter of Rasout, brother
  to your blessed mother. I am your uncle, and my lineage con-
  tinues through you, the son of my sister. 
  Who are we?
  We are the Kiwartii family of the Instamiru or Sweet Clover
  lineage, presently of the Maddrun Tribe of the Jolaran Doraddi. 
  We are Doraddi, noble ones, proud Agimori, Keepers of the
  Right Footpath, masters of the Plain of Ten Thousand Tribes.
  We are the land clearers, ﬂame farmers, forest-foes, a laughing
  people gifted most greatly in speech and ﬁne manners. 
  What makes us great?
  The wisdom of our grandmothers makes us great. Pamalt makes
  us great, as do the rites that he has taught us. We walk upon
  the Right Footpath.
  The Meeting Contest makes us great. Whenever we meet
  with others, we engage in the Contest, as Pamalt did of old. The
  Contest binds us together by our skills and our common tra-
  dition. Everybody wins.
  We are but men, but we too can be great. Never speak of
  this in front of a woman, nor any man who is unsworn, but I
  will introduce you to our secret hunter’s lodge, the Brother-
  hood of the Sabre’s Claw. There you will learn secrets and pow-
  ers no woman can ever know. But quiet now, for the bush in
  which you shelter has ears.
  Where do we live?
  Ours is the land of Jolar, upon the Eternal Plain of Pamaltela.
  Oasis settlements dot the plain, a source of water even when
  the great rivers run to sand, a haven for ritual and trade and
  celebration. We garden, herd, or hunt according to the temper
  of the country and the traditions of our lineage.
  How do we live?
  We live according to the wisdom of women, the courage of men,
  and the bounty of the plains. Our lineage has always wandered,
  and although we may camp in one place, planting gardens for a
  glorious season or even several years, when the grandmothers
  decide it is time, then we will burn and move on.
  Perhaps we will follow the pathways of the Old Ones, the
  sacred questlines of pilgrimage. Perhaps we will follow the
  plants in their blooming, or the great herds, or the rains, or
  even a carnasaur, to feast upon its leavings. We move on, drag-
  ging our burdens behind on tent poles, and the red one is born
  on the plain.
  The plains are rich in clover, herb, and sweetbush, and
  with all manner of birds and animals. We hunt or avoid or ward
  each according to its nature, with spear and bow, line and pit,
  spell and song.
  At the night ﬁres and in the family huts, everyone has
  their position and place. Our family eats communally from the
  bounty basket, as of old. Plants and grains and roots and small
  game are shared equally, but a hunting prize is butchered and
  distributed according to honor. 
  Our women control what is close: they own most property,
  control stored food, and wield magical power over the chief-
  tains they have selected. Men are appointed by the Women’s
  Circle to deal with what is afar—they become ambassadors and
  war leaders, hunter’s eyes, pilgrim poets, and shellbeaders.
  What is important in my life?
  Our lineage is everything. It has its own special traditions, it is
  your guide. You must treasure these traditions, and pass them
  on to the children of your sister.
  We walk in the power of a thousand generations, in the
  footsteps of Pamalt, the steps of the Right Footpath. Every-
  thing that can happen has happened before, and every chal-
  lenge has been overcome, by Pamalt and his Necklace, by the
  First Drinkers, and by our noble ancestors. Change is never
  good. With wisdom, even the new can be seen through old eyes.
  Who rules us?
  We sit at the bounty basket or by the campﬁre according to age
  and honor. Some lineages are called to lead, others to follow. It
  is our way.
  The Grandmothers rule us in magic and wisdom, and they
  appoint chieftains and tribal kings for a season or a lifetime. Not
  every lineage can produce a chieftain, and not every lineage can
  vote in his making. Our lineage obeys the tribal king, but if we
  do not like the path he is tracking, then we will join another
  tribe. This is our way.
  Most of all we rule ourselves, every woman and every man,
  guided by the Right Footpath, by honor, by gentle kindness.
  What makes a man great?
  A great man is known by his burdens, by his friends, and by
  his lineage. He walks in strength, yet practices kindness and
  generosity. Only a criminal or a witch deserves your contempt.
  Huda! These are my words to you. Be holy and proud.
  Learn patience in all things. The hasty man eats goat, the cau-
  tious man eats game. Remember that words are cast spears—
  once freed, they cannot be turned back. Speak only what is
  true, for smoke blinds both the gatherer and the bee.
  What is evil?
  We have a word for evil things—kakatarnu, ‘monsters without
  contest.’ Out of the north it comes, we say, and we know.
  Pamalt’s enemies of old are evil. The great monsters who
  do not breed true are evil, kakatarnu. Elves and old trees are
  evil. The Ill Empire—they were evil, with their roads and their
  cities and their slaving raids. We have seen their sowing, we
  have seen their harvest. They are no more.
  Change is evil. Baboons and charnjibbers are evil. Swamps
  and ruins are evil. Forests are evil—bad spirits hide there and
  even the noble dead can wander lost forever. Trickery at the
  Meeting Contest is evil, for how can we trust strangers who
  have no honor? This we call Vovisibor, Filth Which Walks.
  Witchcraft and sorcery are great evils, but Sikasso’s children
  walk everywhere, even at night! If you practice these things, it
  is murder, and you will be speared in front of the entire lineage.
  How shameful for your sisters!
  8
  8
  8
  H E R O Q U E S T
  V O I C E S
  8
  8
  8
  42
  A Personal View of Doraddi Life
  What My Uncle Sang to Me
  
  What is my lot in life?
  You will choose a profession from the traditions of our lineage.
  The women of our lineage are among those who choose our
  chief, and have powers of prophecy in dance and vision. Our
  men are famed for our grace in speech and song. 
  Soon you will be a man, and you will become a hunter, or
  perhaps a long-legged diplomat, or a dust poet, one day to stand
  as a praise-singer before a king or mighty chieftain. You will
  wear a man’s leather cloak and your hair in braids; the lineage
  tattoos of your making will itch when the rain comes. 
  When your making is complete, you should think to travel.
  He who never travels knows only his mother’s cooking. 
  I know you will meet a pretty woman. Make sure she is of
  the right lineage, and remember that a beautiful girl passes by
  a silent campﬁre. Why do I say this? An old rock goat does not
  sneeze for nothing! There will be competition from other men,
  of course: each gecko thinks his tail the longest! But if a woman
  likes you, you may become her paramour. Perhaps she will be
  a girl your own age, or perhaps an older woman skilled in the
  ways of love, many children and husbands already behind her.
  Remember to please her brothers and her mother: her own heart
  will surely follow. Dance before her and make songs by her door
  at night. Soon you will sleep in her hut. 
  And you may think then of marriage. If you marry you will
  make your dwelling far away, and your children will belong to
  your wife and her brothers, not to you. 
  Remember that husbands and wives come and go, but you
  always have a grandmother, a mother, an uncle. We share your
  lineage. If you ﬁnd a good woman, you will be happy, but if
  your bride’s mother becomes burdensome, you will always be
  welcome back home here with your true kin.
  What is the difference between men and women?
  Women are sap and seed and blossom, while men are root and
  bark. Women command what is close, men command what is
  far. For women the camp, for men the plain. A man can sleep
  anywhere, while a woman should sleep only in a lineage hut
  with her mother and sisters.
  A man must have honor and self-control, a ready wit and
  skill with words. He must be able to hunt, to dance and sing
  and make riddle games. He must know the ﬁve types of manly
  speech, and the way of the spear and line.
  A woman must be able to keep a secret, and speak wisdom
  without fear. She must know the songs of lineage and law, the
  ways of plants, the nine healing soups, the magic of counting
  and shapes, and the three types of womanly speech. If this is
  so, then her children will be blessed. 
  How do we deal with others?
  Remember that strangers become fathers, and orphans become
  chiefs. Treat everyone with respect, patience and kindness, and
  the word of your honor will pass from campﬁre to campﬁre. To
  snare a prize beast, you must be patient, yes?
  Who are our friends and enemies?
  What is the difference between an enemy and an friend? Why,
  only wise words, a contest, and a night amongst the beer bowls!
  Pamalt says, ‘Good talk breaks a strong bow.’ Our warriors
  hunt down monsters and strike raiders and kinless criminals,
  but we are a noble people who have outgrown the need for war.
  Remember that buffaloes are born with ears: only later do they
  grow horns!
  Who is the person that lives between two swords but is
  never cut? It is the tongue! Wise words of courage can always
  ﬁnd an alternative to war. And if your neighbor is quarrelsome,
  you can always move on.
  There is little glory in war. Huda! War is not porridge. To
  wage it is an admission of weakness. It is to shave the leopard’s
  mane: a brave act perhaps, but a foolish one. There is no gain
  in such an act. To wage plunder war is worse, an admission of
  greed—how shameful to our mothers! 
  Who are my spirits?
  Pamalt is our spirit, the spirit of men. When evil threatened to
  break our world, Pamalt called all the spirits together and cre-
  ated the Necklace to save and protect our land. Every one had
  their part to play, and each one sits in council on the Necklace.
  Pamalt is the Chieftain. Faranar is the wife, the spirit of women.
  Wise Aleshmara is the mother-in-law. The children of their
  bounty are many.
  What is there to do around here?
  The women are always busy with gathering or gardens by day,
  but that is woman’s work. Perhaps you will be asked to help
  with weaving baskets or pounding porridge, or in herding the
  domestic animals.
  Soon you will be a man, and expected to hunt with your
  age brothers, for that is men’s work. Hunts can take many days,
  but once beyond the camp, well, there is always time for a
  gourd rattle song, for a riddle or enigma poem, or for dirt games
  and contests. Soon a shellbeader will lead the counting women
  on a trade journey to the oasis at Moroskolon. Perhaps you will
  join them? At the oasis live the drawthi, the water people, in-
  cluding those of our lineage too old or inﬁrm for life on the
  Great Plain. The oasis is always exciting, and there you will
  ﬁnd the bazaar, and many shrines, and the enigma school. But
  beware, for many misﬁts and kinless criminals shelter there at
  the oasis. 
  8
  8
  8
  D O R A D D I
  8
  8
  8
  43
  
  Where did the world come from?
  The children of Yanmorla and Cronisper were the Esiti, the Old
  Ones: Balumbasta, Kendamalar, Bolongo, and the others. When
  their children fought, the elders ﬂed into the sky and earth.
  Then the children each made their own parts of the world. That
  is where the world came from. From the family of Yanmorla and
  Cronisper.
  Where did I come from?
  The Old Ones were amused by making beautiful and useful
  things. Sometimes they failed, and made things like jelmre or
  elves, but they also made the ﬁrst people. When Pamalt was
  chieftain, the First Drinkers learned to have children, and you
  are their descendant. That is where your lineage comes from,
  where you come from. From your ancestors’ success.
  Why do we die?
  When Pamalt was chieftain, the world was beset by many evils.
  Sorcerers and gods invaded and everything was sick and dying.
  The Old Ones were helpless. Only Pamalt was strong. He led the
  Doraddi on the Right Footpath to our new world. He created the
  Necklace, the council of all the good spirits. We wrestled Life
  back from our enemies. So now everyone dies, just like in the
  old times, but we also come back to life again some day. That
  is why we die. Because the world was changed.
  What happens after we die?
  Like you, everyone has four parts: body, breath, spirit, and mind.
  As long as your spirit is on the Right Footpath, it is with Pamalt.
  Death is when your mind and spirit and breath leave your body,
  which is buried to sprout your lineage medicine plant. Your
  mind then rests with your breath in the Breath World. When
  you are ready, your breath dies too, and you go to sit on Pamalt’s
  Necklace, mind and spirit together. After a time, the Necklace
  may send you back to earth as a child, back to your lineage.
  Why am I here?
  We are the Keepers. Pamalt gives us wonderful gifts and powers
  on the Right Footpath. We need to be born, live together, bear
  children, work in harmony with the world, and die. That is
  why you are here. To be happy.
  How do I do magic?
  We learn magic from the breath of the Right Footpath. Every
  lineage has its special magic skills and powers. To learn magic,
  you must send your mind to the Breath World. There you meet
  a challenge to learn the magic. Bigger magics are protected by
  harder challenges. That is how you get magic. By struggle and
  courage, just as you get everything good.
  I have heard of other spirits. Can you tell me
  the truth about them?
  When the Esiti made beautiful things, they made the Fiwan, the
  Old People. These were plants and animals and other spirits.
  Some did not join Pamalt’s Necklace, but they are still our
  friends. Others became our enemies. That is what the spirits
  are. The life of the Breath World.
  …Baraku, storm?
  When the Old Ones quarreled, this one shouted the loudest and
  used his ﬁsts and knives against his own family. He fought so
  hard that he was exhausted, and so his heir, Keraun, joined
  Pamalt’s Necklace instead. That is who Baraku is. The bully who
  thinks strength is all that matters.
  …Falutha, jungle?
  The jungle is our enemy. Her minions always plot against Pam-
  alt, and try to blanket our beautiful plains with steaming jungle.
  That is who Falutha is. The enemy who tries to replace your
  type of life with her own.
  …Qualyorni, troll?
  When Pamalt was chieftain, monsters roamed the world. Qual-
  yorni was one, but ﬁnally Pamalt gave her the north half of the
  world and she gave him the south. That is who Qualyorni is.
  The bad enemy who is too far away to hurt you.
  …Sikkanos, the bad wind?
  Far south, at the edge of the world, sits the Nargan, a parched
  land where the earth burns your skin and the air decays your
  mind. Filthy Chaos things live there, and they send the bad
  god Sikkanos against us. That is who Sikkanos is. The enemy
  you can never forget.
  …Sorcerers?
  When we relaxed our watch against Vovisibor, wicked men
  troubled us with an evil trick: religion without piety. That is
  who the sorcerers are. People who care nothing for the Right
  Footpath and the Breath World.
  …Tamakderu, ocean?
  He tried once to invade our land. But he failed, because Pamalt
  and his Necklace were vigilant and brave. Now he is far away, and
  can only hurt those foolish enough to cross his poison waters.
  That is who Tamakderu is. The enemy that has been beaten.
  …Varama, Sun?
  When the Old Ones ruled, everyone enjoyed the Kendamalar’s
  wealth. But pride led to his downfall: he thought he could live
  without the help of everyone else. He lost his powers, and now
  he is a slave, a bright orb of ﬁre chained to an unyielding path,
  trapped by duty to his task. That is who Varama is. The one
  you can always depend on, because he has no choice.
  …Vovisibor, Chaos?
  Vovisibor is like an evil counterpart to Pamalt; he, too, is a
  chieftain, but he rules the gods and peoples of hate. His coun-
  cilors are Pocharngo, Seseine, Ompalam, and other bad gods.
  These evil beings are our permanent enemies. Pamalt defeated
  them of old by creating his Necklace. If we tread the Right Foot-
  path we can kill them, and make sure Vovisibor never rises
  again. But when we are lax and lazy, Vovisibor returns, stronger
  than before. Vovisibor brings ignorance, cruelty, greed, and self-
  ishness to us. Only Pamalt can stop him. That is who Vovisibor
  is. The bad man who has no good in him.
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  V O I C E S
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  44
  Learning the Right Footpath
  The Chieftain Speaks
  
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  45
  The Esiti (‘Old Ones’) of Pamaltela
  Aleshmara, old woman
  Aleshmara is Pamalt’s sister and mother-in-law. She leads a pack
  of sisters who must approve the actions of Pamalt’s Necklace.
  She holds the Basket of Life, a gift from Earth Mother when she
  left the world. Aleshmara owns all wealth, knows all lineages,
  keeps all women’s secrets, and rules her daughter Faranar, who
  lives in Aleshmara’s tent with husband Pamalt. That is who
  Aleshmara is: the woman who gives you everything.
  Balumbasta, ﬁre
  The spirit of ﬁre is one of the Old Ones. Pamalt made him raise
  the mountains of the north, which separate the realm of Pamalt
  from the rest of the world. He has many children, of whom
  Vangono is the greatest. That is who Balumbasta is. The man
  who is strong of thew, but not of brain.
  Bolongo, trickster
  Bolongo is one of the Old Ones, the trickster, the Empty Mask.
  He helped make the world. Sometimes his help was bad, like
  when he got Vangono drunk and took his place in the wedding
  to Enisoyo. Sometimes his help was good, like when he helped
  make the Necklace of Pamalt. That is who Bolongo is. The fool
  who cannot tell between right and wrong.
  Cronisper, sky father
  Grandfather Sky is one of the two elders of the Gods Council.
  Like all deserving grandfathers, he sits in the back of the tent
  and smokes his pipe. He mostly speaks only in vague grunts and
  nods, but when he speaks clearly, or sings, he should be heard.
  That is who Cronisper is. The old man whose limbs are weak
  but whose wisdom is strong.
  Faranar, the strong wife
  Faranar is the daughter of Aleshmara, good wife of Pamalt and
  mother of his many ﬁne children. She is the spirit of women,
  who knows the secrets of planting and counting. That is who
  Faranar is. The strong wife who is not afraid to speak.
  Jmijie, traveler
  He is the Wanderer, for he cannot stay in one place. Sometimes
  he strikes people with the wandering sickness. Jmijie created
  invisible roads that cross the world, and which magicians can
  travel on. That is who Jmijie is. The wayfarer,
  half vagrant, half pilgrim.
  Keraun, wind and rain
  Keraun is the Rainbearer,
  ruler of the good winds and
  rain that water the plains.
  That is who Keraun is. The
  strong bad person who has
  seen her wrong and is now
  your friend.
  Noruma, shaman
  This great spirit is keeper
  of the sacred Fire that was
  Langamul. He knows the
  strongest spells, even how
  to contact the Old Ones. He
  shares his knowledge with
  chosen lineages, and some-
  times comes in dreams to
  call people to be shamans,
  trance dancers, or beast mimes. He communicates with the
  Breath World. That is who Noruma is. The medicine man.
  Nyanka, good water, childbirth
  Before the Doraddi met Nyanka they were not able to have
  children. She gave of herself, and brought healing. That is who
  Nyanka is. The woman who gives without need of receiving.
  Pamalt, Chieftain
  Pamalt is headman of the Council, the spirit of men. He is the
  only Old One to stay strong in the new world. He shows us the
  Right Footpath, and helps us on our way. He protects chieftains,
  and he also protects the helpless, orphans, hunchbacks, lepers,
  and even albinos, whom he created one day while drunk. He
  created the Necklace Council, which includes all of the good
  Old Ones who aided Pamalt. That is who Pamalt is. The wise,
  good, and clever chieftain.
  Rasout, hunter, spirit of men
  It has always been the duty of men to hunt the beasts of the
  plains. Rasout teaches reverence for the kill, love of the hunt,
  and the arts of stalking, trapping, and the chase. That is who
  Rasout is. The hunter working hard to bring the best food.
  Vangono, spirit of war
  Vangono found the ﬁrst spear, shield, and bow, and he used
  them to destroy his enemies. He is ﬁerce and bloodthirsty, and
  he sometimes even gets Pamalt, his chieftain, in trouble. That
  is who Vangono is. The loyal warrior whom you love in war
  but who makes trouble when it is peace.
  Yanmorla, Grandmother Earth
  Yanmorla’s tent is deep inside the earth, and all the breaths of
  dead animals go to her. That is who Yanmorla is. The wealthy
  old woman who has no use for her goods except to bestow
  them on her worthy children.
  
  Who are you?
  I am Bi Yao of Tan Lo. My two names denote my importance in
  this village as well as my most productive role, as Ledger Scribe,
  whose duty and pleasure it is to maintain accurate records of
  births, deaths, livestock, produce, auspicious events, crimes,
  judgments and funeral offerings. Upon these records, good gov-
  ernance and just order depend, which is why, feckless Number
  Two Son, I had to beat you so severely when you ground ochre
  instead of cinnabar to make my ink, meaning that my Ofﬁcial
  Writings Three-Times Darkened Red brush was tainted with
  mere Semi-Formal Blushing Incarnadine pigment.
  Who are we?
  We are the Bi Dan family. We are the only Bi in the village, and
  so we handle all matters of writing, scribing and counting, ex-
  cept those who are quite correctly the work of the staff of the
  cantonal mandarin, the eminent Guan Li Chih. 
  What makes us great?
  We are Kralori and thus the ﬁnest of all people: respectful, vir-
  tuous, diligent and happy in our reverence for Godunya, our
  Divine Dragon Emperor. Beyond the mighty Shan Shan Moun-
  tains to the west are only barbarians, devils, and ghosts. Re-
  member the Third Yes and No. Yes to Pride, No to Uncertainty.
  The humblest Kralori ox-driver is nonetheless greater than a
  king of the foreigners, for they are so corrupt that they have be-
  come devils, even if they do not know it. 
  Where do we live?
  Kralorela is the Kingdom of Splendor, where all wisdom, virtue
  and enlightenment reside. From the rolling terraces with their
  fertile paddy ﬁelds to the teeming cities, ours is a land of har-
  mony, wonder and majesty.
  We used to live in Beizu, a town outside Fuknama, capital
  of this province of Hanjan. There were many, many other reg-
  istrars there, so I was known as Bi Yao the Silver Ring, after the
  adornment with which I awoke one morning after a particu-
  larly riotous revel in my youth. Beware Lur Nop rice wine, and
  the company of sailors!
  We came to Tan Lo because the Village Elder, the most ex-
  cellent Hong Ba of Tan Lo, was in need of a Ledger Scribe and he
  was my second cousin’s third daughter’s brother in law. Simply
  to demonstrate his respect and cousinly affection, he offered this
  fine house with, mark you, a wooden roof, and a purely token
  stipend.
  How do we live?
  We live well, for I am a man of some substance here, and work
  day and night. Even when you think I am sleeping of a summer
  afternoon in the cherry garden, I am contemplating the felici-
  tous numbers of the Ledgers. Those scurrilous wretches who
  whisper in their hands that Hong Ba hides some of the tribute
  due our gracious mandarin and I write the Ledgers accordingly,
  are liars and tongue-biters. Their gourds will shrivel and their
  children will all be daughters.
  What is important to us?
  Remember the ﬁrst Yes and the ﬁrst No: Yes to Reverence, No to
  Novelty. Reverence is a step backwards into our eternal future.
  We have much to revere. First and last are the dragons. Second
  are the Emperors, now dragons themselves. Third and every-
  where are our ancestors, who lovingly scorn our failures that
  we may improve and defend us from spirits and devils who
  would steal our hearts and livers in the night. Fourth and ever
  are our traditions, which show us Right Action that we may
  serve the Emperor after our deaths in the Excellent Palace of
  Pleasant Reward. 
  We rise with the dawn and join the rest of the village in
  the Imperial Adorations, the Prescribed Movements, and the
  Harmony Song, and to hear Hong Ba’s announcements. We
  seek harmonious community, punctilious adherence to duty and
  the opportunity to place our insigniﬁcant and miserable lives
  at the service of our lords and betters. 
  Of course there are many lesser things of importance. An
  extra pepper in your bowl of rice, a beautiful sunrise, the deli-
  cate tones of a hei-pipe played by a graceful maiden. For me,
  it is important that every stroke of the brush I make is ﬂawless
  and elegant, whether I am penning my seasonal report to the
  Exacting Preceptor of Cantonal Statistics or a letter for an illiter-
  ate farmer. It will also be a happy day for me and your mothers
  when one of you boys marries well and produces grandsons to
  take forward the name of Bi Dan. 
  Who rules us?
  All power ﬂows from the Divine Dragon Emperor, whose radi-
  ant wisdom is interpreted by the divine archexarchs and exarchs
  who lead his armies and rule each of the ﬁfteen provinces in
  his illustrious name. 
  Tan Lo falls within Three Gold Pig Canton, governed by
  mandarin Guan Li Chih. He visits every season, to receive taxes,
  pass judgments and lead the Sunrise Rituals, but we more often
  have to travel to his manse on Chong Ho Hill for him to hold
  court or notarize wills. Hong Ba is chief in the village, though,
  and assigns duties and appoints the Watermaster in charge of
  the irrigation ditches and the Constable.
  What makes us great?
  Were you not listening, worthless ox of a son? I have told you:
  we are Kralori! What more needs to be said?
  What is evil?
  Rebellion is evil: the Divine Order is the ladder upon which we
  ascend to perfection. Ignorance is evil: knowledge of Correct
  Thought is the foundation-stone of virtue. Sin is evil: the Four
  Vices, unchecked, rob a man of wisdom, a woman of fertility,
  and a people of magic.
  What is my lot in life?
  If you study hard, you may be worthy of taking the exams to
  enter the mandarin caste. You are probably too stupid and lazy,
  though, but as you are a Bi Dan, you will probably not become a
  farmer. Maybe you could become a factor, taking goods around
  the country in the name of the Imperial Commissariat. What-
  ever you do, do it well to uphold the honor of your family. Then
  your name will be written in gold leaf in our family shrine and
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  46
  A Personal View of Kralori Life
  What My Father Told Me
  
  your descendants will burn the good incense in front of it every
  Revered Ancestors’ Day. 
  Marry well: two wives shows substance and authority, but
  as I know too well, three is a disharmonious number and leads
  to raised voices and broken pots. With two wives you should be
  sure to have sons. Daughters are just a burden, alas. Yes, I know
  that some families turn to the ‘rocky cradle,’ but this is illegal and
  immoral, and we are too well-known and -respected to drown
  our daughters.
  What is the difference between men and women?
  You must learn to value women. Your mother, for example, cost
  me two baskets of ginseng. Women have their virtues and their
  purposes in the great order. They raise the children, they cook
  the food, they attend to men’s needs so they are not tempted into
  Incorrect Action. 
  However, they are clearly inferior to men, in whom the
  ﬁery upright powers of solar energy combine with the wisdom
  of the heavens. This is well known: all my brothers agree.
  How do we deal with others?
  If they are of a lower rung of the Divine Order, such as paddy
  farmers with but one name, treat them with polite condescen-
  sion. But watch them carefully, for they are often feckless, idle
  and prone to strong drink and weak morals. Beat them fairly
  but ﬁrmly with a stout bamboo and they will thank you for the
  instruction and admonition.
  To those above you, show respect and decorum. Practice
  the Seven Nods, Eight Kow-Tows, and Three Obeisances and
  be sure to know which to use when approaching whom, and at
  what time. Never again let me catch you using the Yellow Tiger
  Kow-Tow to a military ofﬁcer during the morning!
  Those who are not even of the Order, such as barbarians,
  outcasts, and the more sacred animals, are of little worth or in-
  terest. Some may have been born foreigners as punishment, but
  they have the chance of redemption. For others, their
  unfortunate birth may have been a clerical error
  by some minor functionary of the Celestial
  Court. In this case they may be judged
  kralo-nei, “Kralori Inside,” and
  acquire the dragon tattoo of their
  status, but I have never yet met
  such a person.
  Who are our enemies?
  There are blights and predations against
  which we must defend ourselves. Within, there
  are the shadowy crimes of the hexads and the
  tongs, as well as covens who worship Chaos and
  other vile aberrations. Without, the beast-men of
  Prax periodically storm the Iron Forts guarding our
  western gateways. The Imperial Dispatch of Truth
  and Enlightenment reassuringly informs us that all
  such attempts end in failure, though, so we
  have nothing to fear.
  To the north, the Kingdom of Ignor-
  ance is a blasted waste inhabited by beasts
  and near-beasts, who fornicate even
  during inauspicious hours, openly de-
  fying Right Action and the Emperor’s
  just and divine authority. Even now
  armies muster to cleanse this sup-
  purating pit of corruption.
  Who are my deities?
  Every hill and village has its own gods, spirits, and powers, part
  of the Divine Order. Atop them all are the Cosmic Dragon and
  the Deiﬁed Dragon Emperors.
  I myself pay special obeisance to Vashanti, Emperor of Sac-
  red Nine, whose orderly mind and keen understanding led to
  his creation of the Web of Righteous Knowledge and thus the
  logical and perspicacious administration of the Kingdom of
  Splendor. The ﬁne crystal lens that makes even the smaller ideo-
  grams as clear as the boil on Number Three Wife’s nose was a
  gift from Hu Shen Gao, called the Orange Mandarin, for the
  great service I did the temple of Vashanti in Beizu, even though
  that meant I also gained powerful enemies there.
  What is there to do around here?
  Do not be presumptuous! You have yet to scour my jade ink-
  pots, clean Number One Son’s room, and gather in the garlic-
  pigs. Only then can you think about going and swimming in
  the canals with your friends or practicing Two Steps Kicks with
  old Fu Hu.
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  Where did the world come from?
  The venerable Cosmic Dragon was the sole inhabitant of the
  former universe. In its inerrability, it comprehended that the
  many is superior to the one, and it dismembered its sacred form.
  From Cosmic Dragon’s awesome breath came First Ocean. From
  Cosmic Dragon’s consecrated bones came First Mountain. From
  Cosmic Dragon’s exalted scales and hairs came animals and
  plants. From Cosmic Dragon’s ineffable soul came TarnGatHa.
  First Ocean properly apportioned itself into many oceans, seas,
  lakes, and sky waters. First Mountain broke into ranges of peaks
  and hills. The ﬁrst creatures obediently bred to cover Cosmic
  Dragon’s world. TarnGatHa formed the Sky Gods from his sac-
  rosanct spirit.
  Where did I come from?
  From Cosmic Dragon’s numinous heart came Ebe, Wild Man.
  The Empress pitied Ebe, and created Okerio Allgiver, ﬁrst
  woman. Ebe was tamed to live in quietude with Okerio. Their
  child is the venerable Aptanace the Sage, and we descend from
  his divine children.
  Aptanace’s children each took his rightful place in society:
  one was the ﬁrst potter, one the ﬁrst builder, the ﬁrst tailor,
  astrologer, herbalist, farmer, and so on. Thus arose the seven
  hundred Divine Arts of civilization.
  Why do we die?
  Death is the natural state of the universe. Ebe was the ﬁrst of
  all to die. Correct Thought teaches us that death is a transition,
  a change. Just as a Dragon Emperor retires his luminous crown
  to progress to the sixteenth stage of existence, we must discard
  our bodies to reach our ultimate goals. The hallowed Sun Em-
  peror shows us his path to the superior afterlife.
  What happens after we die?
  Most folk travel through the dread court of the Udam Bagur, the
  Archexarch of Hell, to the Excellent Palace of Pleasant Reward
  to await the Passing On of His Supereminence the Dragon Em-
  peror. At that blessed time, their souls accompany him to the
  auspicious next stage of existence.
  Why am I here?
  Unrelenting service to Holy Ones is the secret for happiness. We
  exist to serve the Emperor, and he exists to serve us. Foreign
  lands are trapped in ignorance, knowing only inferior or false
  gods.
  How do I do magic?
  All life knows its own proper magic. Like eating and sleeping,
  it is part of existence. Our exarchs know powerful dragon magic.
  City ofﬁcials have strong and true magic from the Gods of Light.
  Farmers in their ﬁelds know potent secrets of the Rice Mother 
  that I shall never know and also the simple magic of the so-
  called Little Mandarins. Talk with me and I shall tell you what
  magic is meant for your life.
  I have heard of other powers. Can you tell me
  the truth about…
  …Chaos?
  When the egregious Rebel Gods sought to overthrow the Divine
  Order they uncovered dreadful allies too powerful to control.
  Only the wisdom and sacriﬁce of our commendable land re-
  generated the pure universe.
  …Magasta?
  The monster gods of the oceans are enemies of both sky and
  earth, and ever seek to quench life with their liquid powers.
  Baneful secrets are hid within the lethal depths of the ocean and
  behind its blind banks of fog.
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  48
  Immortal Wisdom from the Kingdom of Splendor
  What the Dragon Lord Whispers
  
  …Orlanth?
  Orlanth the Rebel is the fearsome usurper who sought to tear
  down our benign Dragon Empire. He destroyed the Golden
  Age with pernicious wars. Yet he was conquered through the
  purity of our celestial truth, and is now tamed by compromise.
  …Sedenya?
  Those unfortunates dwelling in sordid lands beyond our own
  certainly feel their lack. The Red Moon is an inferior attempt
  by the inhabitants of Peloria to emulate our Dragon Emperor.
  …Sorcerers?
  The sorcerers of the West replace true devotion with empty
  philosophy. They fail to understand that what some call ‘other
  worlds’ are all part of the Cosmic Dragon. Emperor Thalurzni
  wielded sorcerous magic, but imbued with Correct Thought
  …Spirits?
  These are broken bits of the old universe, cut off from contact
  with higher planes. The poor and the lowly may deal with spir-
  its, and these pathetic entities are grateful for any worship, but
  they are meaningless in the Divine Order.
  I have heard of other races. Can you tell me the
  truth about…
  At ﬁrst, Ebe the Wild Man knew no restraint. Plunging through
  the world, he basely mated with trees, rocks, and beasts. These
  miscegenations produced the Four Hundred Sacred Races.
  …Dwarves?
  This strange race reveres a god who upholds cosmic order, but
  only by enslaving those who serve him and mocking true life.
  He is like an undead god.
  …Elves?
  These beings adore the Sun and are close to his presence always.
  Strong in summer and pitiful in winter, like the Sun, they and
  their mistress are tied to barren cyclicism, and can never be
  released to enjoy true spiritual progression.
  …Trolls?
  The foul and bitter smoke that preceded true creation could
  have become transparent and sweet, but the deplorable Rebel
  Gods prevented perfect completion. This corrupt residue still
  haunts the living and rules in the squalid lands of ignorance.
  Gods of Kralorela
  The Dragon Emperors
  Before a Dragon Emperor is permitted to Pass On, he must bless
  all subsequent posterity. Thus did Daruda bring about the won-
  drous dragon magic, thus did Mikaday teach correct laws and
  ordinances, and thus did Vashanti create the Web of Righteous
  Knowledge to unite our nation under one government.
  Even as we worship our present Dragon Emperor, God-
  unya, to attain spiritual progression, so do we worship past Em-
  perors—save for Shang-hsa-may-his-name-be-cursed—to use
  their magic and skills to exalt our lives while we yet live. Their
  names tingle the tongue: 
  TarnGatHa, Face of Creator, the First, the immutable
  unity of all existence. He thought several beings and peoples
  into existence, then retired behind the Sky.
  HeenMaroun, Peace of the World, the Second Emperor. All
  existence was his realm. He organized the world into its parts.
  Metsyla, Light of Enlightenment, the Eagle Phoenix Em-
  peror, who built the Palace of Eternal Light, made roads of gold
  to link his cities, grew silver in the clouds, and created a light
  that people could eat like food.
  Shavaya, Emperor of Splendor, who taught his language to
  all tribes so they could communicate with him and each other.
  Daruda, the Dragon Emperor, who created and ordered the
  Summer Land Heaven
  Thalurzni, Balancer of Elements and Alchemical Arbiter,
  the Great War Leader who defeated the Shadow Cancer, Earth
  Eater, Star Permutator, and Secret Waters, and who summoned
  the wrathful powers that destroyed and replaced the anti-gods.
  Mikaday, Watcher of the Populace, who raised up the ﬁrst
  mandarins to administer the Kingdom of Splendor and who
  wrote down his wise and ineluctable laws on stone obelisks for
  all to see and learn.
  Vayobi, who became the War Dragon and brought down
  vile Sekever.
  Vashanti, Emperor of the Dawn, who created the Web of
  Righteous Knowledge.
  Yanoor, Who Stopped the Sun, and who committed ritual
  suicide rather than lead the frightened dead into oblivion.
  Godunya, the Dragon Emperor of the Now.
  Godunya and the Exarchs
  We Children of Heaven are most fortunate. Even as we dwell in
  the pleasantest of lands, we are served by the wisest of rulers.
  In our Kingdom of Splendor are many exarchs whom we are
  blessed to worship. Through them, our souls touch the unat-
  tainable majesty of great Godunya, our sacred Dragon Emperor.
  Through him, our souls attain progression to higher planes of
  reality in the afterlife.
  The Celestial Court
  Beneath the Dragon Emperor is a mighty and glorious array of
  other deities, each with their appointed place within the Divine
  Order. They are many, but I speak here of only a few.
  Halisayan the Good Wife and Mother of Life, who served
  Thalurzni, as the superior wife should serve her husband.
  Miyo the Rice Mother, whose never-ending bounty bless-
  es the basest of peasants and her generosity extends even to the
  scabrous and unclean. Other lands are cursed by her absence,
  forced to consume abominable provender.
  Bodkartu, keeper of secrets and forbidden lore, who lurches
  through the nightmares of the Children of Heaven and be-
  smirches the lovely robes of Halisayan. She strikes with disease,
  poison, and other evils. Yet gladly would we embrace a thousand
  such horrors to retain Halisayan’s delightful presence.
  Serelaloon the Compassionate One, who came to answer
  the prayers of the innocent with healing and kind actions.
  The Mud-Faced Traditions
  These are the simple but practical beliefs of the common folk,
  such as the Ebe and Okerio Tradition, through which they wor-
  ship their ancestors; or the worship of Aptanace’s Sons, such as
  Alou the Brushman and Julang Hombondol the Ditch-Digger.
  They lack spiritual depth and philosophical elegance, but they
  have an immediate and practical application to the shallow and
  inelegant but nonetheless worthy lives of the common folk.
  The Path of Immanent Mastery
  The thoughts of some among the Children of Heaven are clumsy
  and untutored. They foolishly believe that true inspiration and
  pure dragon powers can be attained through a hasty and crude
  approximation. The superior man comprehends their system’s
  vanity. Our divine Emperor permits them to persist as a lesson
  in the folly of impatience.
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  49
  
  Who are you?
  I am Gaskor Biggrowl, son of Armorthi of Greyknoll, descen-
  dant of Bariod Mother of Fifteen Kings, daughter of the line of
  Karringorth Spotted Bear, second son of the Black Bear.
  Who are we?
  We are the Greyknoll Clan of the Black Bear People.
  What makes us great?
  We are children of the Bear. We are the most courageous of all
  people alive. Nothing daunts us in war or peace. We are sur-
  vivors, and keepers of the secrets of old. We are the protectors
  of Grandmother Earth.
  Where do we live?
  This is the Woodland of the Bear. It is the center of the world.
  How do we live?
  Three honorable ways exist for us to survive: hunting, trading,
  and raiding. We take whichever path offers us the most wealth
  and best advantage.
  Our food is plentiful. We are hunters, trappers, and har-
  vesters of the wild. In the lean season we eat rabbits and tree
  bark and whatever the mothers have stored in the dens. In the
  fat season we feast on salmon and apples, the ﬁve nuts, and the
  twelve grubs.
  Our clothing is simple but ﬁnely crafted. These leather
  clothes have served the bear people well since Old Lady clothed
  us against the snow. If you are lucky you will see us all in our
  ceremonial robes in the ancestor dance. But my favorite cloak
  is the one of magic we wear when the dancing is good, the one
  which grows from my naked skin.
  This tent will be your home for the next ﬁve years. That
  pack is all you own. We won’t use it in the summer but we’ll
  still carry it. Each winter we will come back here, to the den,
  to spread our hides before the mothers and tell our tales over
  the ﬁres.
  We hold good property. We own everything we carry here,
  and part of everything that the mothers keep.
  What is important in my life?
  When you were born the Blue Star rose, and your water-boiler
  gave you the timber rattlesnake, so they are important to you.
  Their signs were tattooed on your wrists at birth. You were
  lucky that the ﬂetcher gave you one of the iron arrowheads as a
  tooth gift, for some day you may conquer that spirit and learn
  his magic.
  Soon you will come to be an adult. After your initiatory
  spirit vision you will meet the ancestors. Maybe you can learn
  more magic from them. You showed me your running magic,
  and everyone knows the bluejay badge stops bleeding. Maybe
  you will qualify for magic like mine: this opossum rib cage holds
  a spirit who makes arrows bounce off of my skin; this pouch
  of eyeballs lets me see into the Spirit World; this carved stick
  can light a ﬁre.
  Marriage is an important part of life. It is a joyous occasion
  when men and women ﬁnd spiritual harmony, good hunting,
  and many things to laugh about together. It is usually good
  while it lasts, and we think it is more and more incredible as it
  lasts longer. Grandmother Garestal was married to her second
  husband for 47 years before he died.
  Remember that you must be ready to teach your sister’s
  cubs the way of our people. A father feeds and guards, but it is
  an uncle who teaches.
  Death comes to all, for Trickster made it so that we all die.
  When the life force leaves our bodies we join the Ancestors, a
  powerful clan who live in the Den of Power Dreams. If we are
  fortunate and powerful our stay among them will be long. If
  not, then we will be reborn here as bears and Rathori again.
  What is the difference between men and women?
  We are the Hunters and they are the Keepers. The Mothers are
  the Keepers of the Life Force, the carriers of the river of life. We
  are the protectors and assistants to the Life Force, honored to
  be separated from it as men. They carry it, we keep its balance.
  Together men and women can achieve the balance required to
  preserve our Grandmother Earth from further harm.
  Who rules us?
  Gromavon Who Sees Special is our ruler. She guides our Den
  with the wisdom of a seer. When I outfought the Soldier of Gold
  three years ago, it was my strike that slew him, but Gromavon’s
  rune carved into the spearhead which allowed me to strike.
  Once I saw her attach your own mother’s severed arm. Your
  father came here because Gromavon sent him word it would be
  good luck to do so. You’d better pay attention whenever she
  speaks to you.
  What makes a man great?
  The number of followers marks a man’s greatness. We follow
  only leaders who are greater than we are. You decide when you
  should follow, and when you should stand beside the leaders
  and speak to Gromavon or to face the angry weapons of foes
  who wish to kill you.
  What is evil?
  Remember our taboos. You must never do women’s work
  unless you are walking the shaman’s path. You must never cut
  the Grandmother’s skin with a plow, nor bind beasts to work
  like a slave. You must never forget the secret of language or of
  ﬁre, or else the bears will lose their status as rulers of animal-
  kind. You must never kill a creature without purpose, nor with-
  out saying the Great Prayer ﬁrst, nor slaughter it without the
  Lesser Prayer. You must always attend the Sacred Time dances,
  or else the Sun will not rise and the world will end.
  Beware of the vices that destroy a man. Eating food in secret
  is corrupt. Slaying a person of the Rathori People is wrong,
  even if they are of the brown or blue bears. Looking at women’s
  secrets is forbidden—you will be struck blind or lame, maybe
  torn to bits. Telling men’s secrets to women is taboo: if light-
  ning does not strike you down then your eyes will dim, your
  arm weaken, and brain worm spirits kill you slowly.
  What is my lot in life?
  We are men, born to assist the Life Force. In the old days, Old
  Man chose not to bear children. Don’t believe what your mother
  said about women having babies alone—only the goddesses have
  babies without men.
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  A Personal View of Rathori Life
  What My Uncle Told Me
  
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  There are many roads to advancement. We all strive to be
  great. Perhaps some day you will lead a band of men to war, to
  hunt bears or mammoths, or to the river city to trade.
  Are there more people like us?
  No people are as close to Grandmother as the Rathori, but there
  are others who share at least part of our sacred bond with her
  and our kinship with the animals. They can be found far and
  wide. You know of the reindeer people, the Uncolings, who live
  to the north, under the shadow of the Great Glacier, but there
  are others who live much further away. I have heard of boar
  people and wolf people to the south, and old Haznaral has said
  that in his spirit-free-ﬂying dreams he traveled far, far to the east
  and saw even stranger folk, but he drinks too much mushroom
  ale to believe.
  How do we deal with others?
  The members of your family are your ﬁrst concern. Live and die
  for the family and ancestors. Without them, we are lost like
  salmon without a river.
  Other Rathori can be good friends. We love to see relatives.
  Every year we meet the Green Oak Clan and Greyrock Dance
  Clan at the high oaks at acorn time. This year we’ll go see the
  people along the River of the Old Woman’s Laughter. Many of
  the men from our clan married women from that area.
  Be wary of foreigners, and don’t make the mistake of think-
  ing all foreigners are the same. Some are easier to understand
  and safer to deal with than others. The Uncolings are good, but
  they don’t have much to trade except 
  metal goods from the Third Eye Blue.
  The foreigners who wear the gold are not to be trusted. There
  are those women in red, who worship the Red Moon, who come
  to the Salmon Run each fall—I don’t trust them. The elves are
  our friends. They do not like to deal with outsiders but have
  often come among us. Once, our people and they had an alli-
  ance and we conquered many foes. Since then we have shared
  this forest as equals.
  Who are our enemies?
  Trickster is our enemy. His troublesome acts robbed Grand-
  mother Earth of her bounty and made the world a place popu-
  lated by spirits of death, disease, devils, and such evil practices
  as sorcery, rending the earth with plows, and building cities.
  Who are my spirits?
  Rathor is our greatest spirit, the Great Bear, our Ancestor who
  dug the rivers, raised the mountains, and shaped the sky. His
  boon companions are our protectors: Agikoros the Fire, Silent
  Stalker, and Enimipol the Mother of Beasts. I think your arrow
  head will especially acquaint you with Silent Stalker, the hunting
  spirit. You are advised to sacriﬁce to Dog Brother, and if you
  are lucky then Gromavon will summon Harastos of the Salmon
  to teach you. Thanz, the Acorn Spirit, is one of our mainstays,
  and Burrowing Toad Mother is our healer. Bluben the nymph
  of the stream blesses us when we visit her.
  What was the Deep Sleep?
  Most people think that we slept through a terrible cursed
  time. When I woke the foreigners we met insisted that time
  had passed while we slept. I disbelieved—my dreams
  during the Deep Sleep were the same dreams of
  Ancestor Time we have every mid-winter festival.
  But that night the planets were not in the sky
  where they should have been, so some-
  thing major changed, and I think that the
  foreigners are probably right.
  A Prophecy of the Hero Wars
  White Bear stolen,
  White Bear dead.
  Harrek-outcast
  takes his head,
  Wears his furs,
  takes his claws,
  Carries him
  to distant shores.
  White Bear sleeping,
  White Bear waits.
  Death he’ll master,
  trap he’ll bait.
  Time is ready,
  then he’ll rise,
  Gods his prey,
  Life his prize.
  
  Where did the world come from?
  Korgatsu Earthmaker swam across the endless waters, seeking a
  place to rest. For ages she swam, sometimes meeting creatures
  who told of their own wanderings. At last she realized that there
  was no land, and she decided to make it. She called together
  her companions, and set to work.
  Her First Four Companions were Turtle, from the South,
  whose wide shell was the platform they worked upon; Loon,
  from the North, who dived to the bottom and brought up mud;
  Otter, whose paws shaped the mud, and who slid through it to
  form rivers; and Swimming Eagle, who brought magic ﬂints
  from the east to make the land hard. A star shined on them
  from Above, and a ﬁsh swam Below.
  The ﬁve companions sang songs as they worked, and those
  are the songs we sing at Holy Time when the earth is renewed.
  We also sing songs to the Four Earth Powers (Bear, Lion, Wolf,
  and Weasel), the Powers of Above (Sun Eagle, Red Hawk, Dusk-
  flying Bat, and Winter Owl), and the Powers of Below (Whale,
  Mole, Toad, and Rattlesnake).
  Where did I come from?
  Earthmaker set to making the First People. They were all spirits
  who lived as equals in those days. Some of them were animals,
  who are ancestors of tribes and clans. Others were plants, stars,
  rivers, or even things that no longer seem alive to us today, such
  as the drum and cooking tripod. One of them was Old Man.
  Old Man travelled about, a servant of the Life Force work-
  ing to manifest creation to advantage. He was a friend and com-
  panion of Trickster, the animals spirits, and the powerful tools.
  Whatever he did, we must all now do, for that is the way of the
  world. All creatures have their place in the cosmic scheme, and
  Old Man’s was to make people. He met many wonderful beings
  then, and had many children with them.
  At ﬁrst, everyone was confused, but then Rathor came. He
  taught people to dance and sing with the rhythms of nature.
  Tribes were made, speech was invented, and Trickster stole ﬁre
  for mankind.
  Why do we die?
  Earthmaker once asked man if he wanted to live like a rock or
  die like a tree. Living like a rock meant that no one would have
  to die, but no one could grow or have children either. Old Man
  chose to be like a tree instead, and that is why we live, have
  children, die, and are reborn their children.
  So Rathor came again and taught people a new dance, and
  everyone began to die. This was not a bad thing, but Bad Man
  fooled people into being afraid of death. They forgot part of the
  dance, and so they grew fearful. Now everyone who does not
  understand their part in the rhythm of the universe is afraid.
  What happens after we die?
  When you shed your body your spirit will be met by your spirit
  allies. They will guide you to the Other Side. They will take
  you to the place with the ancestors in the Invisible World that
  you have sought during your life. If your spirit is healthy you
  will be like a hero and a shaman, but if your spirit is unhealthy
  you will become like a rabbit that runs before the wolves.
  Why am I here?
  Earthmaker is inﬁnite and mysterious, but through magical ef-
  fort we can get glances of his magniﬁcence. Those glances all
  say one thing: live! We are here to serve that command.
  In the dance of your life you will put on many clothes, and
  take off many. First you put on the loincloth of adolescence,
  then the jerkin of adulthood, and ﬁnally the cloak of age that
  weighs men down. In your life you will take off the ignorance
  of childhood, the inexperience of youth, and the uncertainty of
  adulthood.
  How do I do magic?
  Magic is from the Invisible World, where spirits live. Spirits can
  teach us many charms to overcome our foes, help us to hunt,
  or make our lives easier. When you become a man, you will
  seek a spirit ally. One might ﬁnd you soon, or it may take many
  years of searching until you ﬁnd the spirit that has selected
  you. It might test you during that time, to make sure that you
  know the ways of our people and are worthy of its help.
  I have heard of other powers. Can you tell me
  the truth about…
  …Aldrya?
  The Mistress of the Woods is a powerful and changeable god-
  dess. She controls all of the woods and its spirits. If treated re-
  spectfully, she will usually ignore you and your work.
  …Chaos?
  Chaos is the cause of the world’s wrongs. If not for Chaos, child-
  ren would never get sick, no person would ever go hungry, and
  no one would die before their time. We wouldn’t have to toil for
  a living, and berries would sprout all year long, but for Chaos.
  …Gods?
  Please, before you begin to list the gods you have heard of, let
  me tell you the greater truth about gods. Some gods, like Earth-
  maker, King of Above, or Silent Stalker, can be treated with by
  a shaman, but the others must not be trusted. They are great and
  immense spirits, but all seek after their own power. They do
  not cooperate, they control, and anyone who submits himself
  to their command, like the priests who worship the sun or
  storm, is a slave forever. They have lost Earthmaker.
  …the Moon?
  The Moon Goddess is typical of the gods of the world. She is
  self-seeking, and she made herself into an immortal at the ex-
  pense of many others. Worse yet, she is mistress of Chaos and
  aids the evil of the world .
  …the Ocean?
  The brooding God of the Deeps is the greatest of the slave-
  makers. But he is subject to the power of King of Below, and
  because of that he hates all life on earth.
  …Sorcerers?
  Worse than voluntary slavery to selﬁsh gods is the empty wor-
  ship of raw Power. Sorcerers are heedless of nature and cause
  irreplaceable ruin. Their arts do not seem dangerous to them,
  but their spirits are like ashes. They have lost Earthmaker.
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  Secrets of the Invisible World
  The Bear Shaman Speaks
  
  …the Storm God?
  This violent and brutal god delights in upsetting the gentle ﬂow
  of nature. His storms are capricious and unpredictable, and usu-
  ally bring more ill than good.
  …the Sun?
  The sun god is King of Slaves; he even enslaved the other gods
  into his command. Only the lesser spirits, which he thought
  beneath his notice, have escaped the chains of his worship.
  Spirits of the Rathori
  Bad Man
  This malignant spirit strives to bring trouble, misery, and woe to
  all living things. Bad Man broke contact between Rathor and
  the First People, and ever since he has striven to keep people
  from reforging their holy connections with the Invisible World.
  He is the enemy of Rathor and of all Life.
  Chief Star, King of Above
  This being is sometimes called Pole Star, for he is the only star
  who does not move. He rules the Sky World, where live creatures
  that are sometimes like, sometimes unlike those of Earth World.
  Chief Star is unreachable to us, but many of his subjects are well
  known. They can send spirits of wind, rain, sunshine, and star-
  light to shamans.
  Earthmaker
  The all-knowing maker of the world is sometimes called the
  Great Spirit. Omnipotent and all-encompassing, this entity is
  so immense that normal mortals ﬁnd it hard to reach him. One
  time everyone knew Earthmaker intimately, but they forgot, and
  a great fear and horror took them. Since that time, all mortals
  strive to again reach Earthmaker, guided by their shamans.
  The False God
  This spirit appears and disappears often. It is a false trickster,
  capable of cruelty and stupidity, but not able to teach. It al-
  ways appears in disguise or behind a mask, sometimes seemly,
  sometimes hideous enough to kill. It promises much, but de-
  livers no magic.
  First Four Companions
  When Earthmaker created the world these creatures aided
  him. In reward, they are the overseers of the four directions,
  the elements, and many spirits.
  Grandmother Earth
  Ancient and immense, the mother of the Life Force touches
  and nourishes all her children. The rocks are her bones, and
  the dirt is her ﬂesh, while plants and animals are her children,
  our brothers and sisters. She is so great that many people
  think she is a goddess, and they submit to her command. They
  would do as well with a shaman; better, because then their
  spirits would be their own, not hers.
  Grasper, King of Below
  This great power of darkness is sometimes called Deep Gulper
  or Eater, because weak and unwary spirits are taken by him
  and devoured after death. He lives beneath the ﬂoating earth,
  and from him comes the things that frighten mortals and make
  them forget their place in the world. He is unreachable, but
  his servants can be reached to send out darkness spirits, some
  spirits of the dead, and monsters. Anyone who submits to his
  command will lie in the realm of nightmares, and after death
  will be reborn as a troll.
  Rathor
  When everyone in the world was confused and afraid they
  could not tell themselves from their neighbors. No one knew
  how to speak to the Powers. Everyone forgot how to drum,
  dance, and sing in harmony with the world. Among these con-
  fused people came Rathor, who taught them what was neces-
  sary to live. He is the greatest spirit, for he teaches us all to
  bring our own powers alive. Without him we could never
  reach the Great Spirit. Without his children, we would not be
  here nor know our bear brothers: Irgar the Grizzly, Orenra the
  Blue Bear, and our own ancestor, Irdag the Black Bear.
  Silent Stalker
  This spirit teaches people the way to hunt, kill, and then return
  animals to the womb of Enimipol. He has many children, and
  everyone claims their hunter is the First Hunter. But like all
  the great powers, he cannot easily be reached except through
  his assistants, who are suitable for our needs.
  Spider Woman
  When the world was made, Spider Woman was one of the First
  People, meek and almost invisible. One time the world broke
  because no one danced, but Spider Woman cast her webs about
  the pieces and held them together. As a reward, she was given
  command of Nature, and now everyone now dances parts of
  her Spider Dance to keep the world alive.
  Trickster
  Trickster is troublesome even to friends, but you can ﬁnd power
  in his devious ways. When Trickster shakes things and breaks
  things and changes his form, the world must respond somehow,
  and if you can understand the signiﬁcance of his raucous noises
  you can learn from him. Just be careful.
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  Who are you?
  I am born of Falamal’s seed grown in Gata’s loam. I am called
  Sweet Voice of the Alder, Wood Priestess of the Alder Grove of
  the River of the Rainbow Trout.
  Who are we?
  We are the chosen of Grower, the Song of Aldrya. We are the
  Mreli, the Walking Ones of the grove, guardians and tenders of
  the life of Aldrya in this realm.
  What makes us great?
  We are the offspring of Aldrya. We are the keepers of the Cycle
  and the Song.
  Where do we live?
  This is our realm: the great forest. Where the trees stand is our
  home.
  How do we live?
  We live in the bounty of Aldrya, Creatrix and Giver of Life. We
  are one with her, one in her, and one outside of her. She gives us
  everything, and takes us back to her seed when we are tired.
  What is important to us?
  The Forest is important—nothing else can match that. We live
  to maintain the wood and all things within its protection. Your
  life was given so you could protect the trees and growing things. 
  Who rules us?
  The Council of Elders rules us. We have eight members who de-
  cide for us there: the Great Tree, the High King Elf, the Elder
  Sister, the Gardener, the Lightson, the Voice of Mother Earth,
  the Healer, and He We Name Not.
  What makes an elf great?
  To fulﬁll our destiny with Aldrya makes us great. We are born
  to learn, we wake and dance our lives, we sleep and know our
  Secrets, and we die to Be the secrets before we are born again.
  What is evil?
  Oblivion is evil, that which Takes without Giving.
  What is my lot in life?
  You shall grow to be a strong, lithe elf and join the Marching
  Aldryami to ﬁght and care for our forest. You will learn to face
  the things that can destroy us, and will grow courage to ﬁght
  them. You will enter into the dark secrets of killing for life and
  of living for death, the twin secrets of Bengara and Veratha that
  we learned at the Dawn.
  What is the difference between males and females?
  Females are the seed bearers who increase our race. Males are
  the pollen bearers, and are expendable.
  How do we deal with others?
  When you see one who is not of Aldrya, you should run if it
  frightens you, and send your emotions throughout the Song so
  that the wind whistles and the leaves ﬂutter with your fear. This
  way you will contact us all, and we will send the courageous
  ones to investigate. If you do not feel fear you should hide and
  observe the Outsider, and when you have a clear image of it in
  your mind you should dash to your higher ups with the word,
  and they will send ambassadors to deal with it correctly.
  Who are our enemies?
  Chaos is our worst enemy, for it is Oblivion personiﬁed, the de-
  struction of Potential. The undead are our enemy, for they are a
  twisted perversion of all we hold true. Dwarves, trolls, and ﬂame
  are lesser foes, for they are the three faces of the Taker. Humans
  are our foes, for they have no respect for us or our kin.
  Who are my deities?
  Aldrya is paramount, for she is Creatrix and Preserver. From her
  we spring eternal. Falamal is our great father, the ﬁrst plant.
  Eron, Halamalao, and Gata are our protectors and nurturers,
  the strong soils upon which we grow. Bengara and Veratha are
  the twins who came to us at the end of the Great Winter and
  restored the Cycle.
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  What the Wood Priestess Told Me
  54
  
  Where did the world come from?
  First there was Potential,
  all that ever was,
  all that could be.
  From it were born Grower and Taker,
  together the Cycle,
  life and death eternal.
  From Grower came the Protectors,
  Gata, Halamalao, Eron,
  earth, light, sea.
  Then Grower Became Falamal,
  the First Tree,
  who dwelled at the center.
  This is where the world came from.
  Where do we come from?
  We are born of the Cycle,
  Taken from the Taker,
  Grown by the Grower.
  We begin life as Falamal’s fertile seed
  in the rich ﬁeld of Gata,
  born into Seyotel once more.
  There is no beginning to existence, and no ending. Ever since
  Aldrya, plants have bred after their kind, and elves have bred
  after our kind. And so it shall be forever more.
  Why do we die?
  Death fosters life.
  Life ends in death.
  Each is half of the same power.
  In the forest, at every instant, dead logs and leaves can be seen.
  But living plants can also be seen. So death, like life, is omni-
  present. This is the Cycle.
  What happens after we die?
  Trigora tends us.
  We must learn to be unborn.
  Then reborn.
  Our souls go to the secret holes of Trigora under the earth,
  where we sleep. We will stay there many years, preparing for
  our return to the Cycle.
  Why are we here?
  The mind cannot fathom
  what the heart knows.
  Serve Aldrya.
  Without obedience to the forest, our souls and lives wither. We
  cannot explain this to outsiders, the not-children of Aldrya. But
  aid Aldrya we must. It is part of us just as sap is part of a tree.
  How do we do magic?
  Listen to discover the fruits of your life.
  Guardians of knowledge, your friends,
  plant true wisdom into your brain at night.
  We learn the secrets of magic from our dreams, from Seyotel,
  the Song of Aldrya. The Spirits of the Great are all there, wait-
  ing, learning, teaching.
  I have heard of other races. What is the truth
  about…
  …Akem?
  A dead being whose followers
  never realized he was gone.
  They are jealous of Aldrya.
  Dwarves are the children of Stone: spawn of the Taker, mind-
  lessly continuing their unceasing war against the forests. We
  hate them and war against them, but it is all as it should be.
  …Ky Gor?
  Enemies in the dark,
  born of Darkness,
  sworn to kill us.
  Trolls are the Children of Darkness, the special enemies of Hala-
  malao. They hunt us in winter and send armies against us in
  summer. They eat our trees and poison our spirits with black
  magic. We People of the Trees use our resources to kill them
  when possible, sending them back to their dark hells. Though
  they are our great enemies, they are descendants of the Taker,
  the foe of Oblivion, and a part of the Cycle.
  …Pamalt?
  The Burner is our foe.
  Bringer of war,
  Destroyer of jungle.
  Pamalt is the ruler of the great southern desert, and so is the
  child of Kitapah the Flame, spawn of the Taker. Many turnings
  of the cycle ago he stopped the spread of Errinoru’s New Forest
  and his people cheered our loss. But he is far from here, across
  the great waters, so you need not be frightened of him.
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  Facts for Young Elves
  Wisdom from the Gardeners
  A Prophecy of the Hero Wars
  There shall come a new Age of the Taker,
  When all that is shall be lost,
  It shall be called the Age of Weakness. 
  The ﬂames shall burn us from the north,
  The rain shall drown us from the sky,
  The ghost winds shall freeze us from beyond. 
  It shall be the Age of Strength,
  For we shall grow stronger:
  Loss is our only way to victory. 
  Remember the lost seeds who drifted far!
  Remember the song that is never sung again!
  For we shall ﬁnd them again in our despair.
  
  I have heard of other powers. What is the truth
  about…
  …Chaos?
  Evil Oblivion.
  Not the Grower. 
  Not the Taker.
  Chaos is the Last Enemy. It entered the world when unbounded
  Growth cracked the world. It is the only foe that would destroy
  Aldrya forever.
  …Magasta?
  Eron’s kin.
  half dead,
  half alive.
  He was one of the ﬁercest ﬁghters in the war against Oblivion,
  who stood by Eron bravely to the end. His children are friends
  to those elves who dwell in Eron’s embrace.
  …Orlanth?
  He carries our seeds far,
  Until they are lost forever.
  The violent bring violence.
  The Orlanth people are brutal and kill each other. They have
  no song to join them together. When they are enemies, avoid
  them. When they are friends, do not trust them.
  …Primitive Spirits?
  Helpless souls
  who have lost their way,
  never knowing their fate.
  The spirits can be friends or enemies, but they are always use-
  ful. Our shamans use them, especially the Plant Brothers, who
  recognize us as their kin.
  …Sedenya?
  An abomination who kills us
  without respect, without reason.
  Oblivion reborn.
  The Lunar people speak of friendship, of a time when all beings
  can live together in happiness. But we recognize them as Obli-
  vion reborn. Remember the burning of our forests. The Lunars
  may one day forget our enmity. Then they all will die.
  …Sorcerers?
  Deluded forever.
  Without song.
  Doomed.
  The wizards of the west are only humans. Although they are
  often properly respectful to the People of the Trees, they have
  no knowledge of Aldrya. Though they do not pretend to such
  knowledge, they deny the Song.
  …Yelm?
  Ancient Emperor of Dara Happa,
  Corrupted by Oblivion.
  Not our sun.
  There are some who claim he is our Halamalao, but this is not
  true. Halamalao is light and peace and sustenance, while Yelm is
  fire and strife and war. He is the sun god corrupted by Oblivion
  and now rises in the night sky as the bloody moon.
  Sprouts of the Grower
  Aldrya
  Mother of all life.
  Falamal and Gata’s seed.
  The heart of our song.
  Without Aldrya, our lives would become formless and void. We
  would be no better than men, who know not their destination.
  We would be no better than trolls or dwarves, who are ﬁlled
  with hate. But we have Aldrya, and our souls have purpose.
  Bengara
  Twin born in darkness.
  Silent death sung out of life.
  Gata cries, she strikes.
  Bengara is Veratha’s twin, born at the end of the world. She gives
  unhappy elves an outlet for their fury. Honor them, for their
  lives are short and grim, and their service to Aldrya is great.
  Eron
  Protector in dark.
  Great ruler of the waters.
  Calming, healing streams.
  Eron is the healing waters, father of the blue murthi, one of our
  three great comforters during the Great Winter. He is our healer,
  though he may never heal his own great wounds.
  Falamal
  Father of us all,
  whose death in the winter caused
  all to Sleep again.
  Falamal is the Great Tree whose virility birthed all the elven
  races and whose wisdom led them until he returned to the
  Cycle. Those who cannot ﬁght and struggle, but still serve, fol-
  low the ways of Falamal.
  Gata
  Beautiful mother.
  Fruitful and generous loam.
  Loving protector.
  Gata is the earth, daughter of the Grower, mother to us mreli
  and to the green vronkali, one of our three great nurturers dur-
  ing the Great Winter. She is broken and sundered, but still gives
  to all alike: elf, human, tree, and robber dwarf.
  Grower
  The ultimate source.
  Great mother of the cycle.
  All life in all life.
  The source of all Life in the world, which transformed itself and
  grew into Eron, Gata, and Halamalao, and then transformed it-
  self again and became the seed that grew into Falamal.
  Halamalao
  Protector above.
  Unfailing Light in Darkness.
  Warms us in winter.
  Halamalao is the sun of light and warmth, one of our three great
  protectors during the Great Winter. He is parent to the folemi,
  the white elves, now lost from this world. His warriors guard
  our sleeping groves in winter.
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  Land Goddesses
  Gata’s lost fragments.
  Each a princess, each tragic.
  Never whole again.
  The goddesses of the land each bless their geography and the
  Great Trees know the name of their Princess. However, there is
  great sadness in their worship too, for each is so much less than
  Gata was before the Great Winter.
  Seyotel
  Silent music.
  The great song of Aldrya.
  We all hear her tune.
  Whereas Aldrya is the mother of all Aldryami, Seyotel is our
  spirit, sung by the leaves and the tender limbs, by the mreli and
  vronkali, by the embyli and murthi, by the sprites and dryads,
  heard by all. She is our mind and our consciousness.
  Taker
  The ultimate source.
  Great father of the cycle.
  All death in all death.
  The source of all death in the world, which destroyed itself to
  become Kitapah the Flame, Akem the Stone, and Ky Gor the
  Shadow, and then became the seed from which Trigora grew.
  Equal kin to the Grower, and equally respected.
  Trigora
  Tender of the dead.
  Destroyer of the unﬁt.
  The Song’s reﬂection.
  When we are Taken and reenter the Cycle we leave behind the
  song of Aldrya and instead become part of Trigora. She is the
  Taker born within this world, and all know her dark, gray cav-
  erns. She is fearsome, but she is necessary. All of us have visited
  her many times, and will visit her many more times.
  Veratha
  Twin born out of hope.
  Youthful life, sung out of death.
  The virgin of Spring.
  We who sleep all winter are awakened each spring by Veratha’s
  touch. She is life from death, Bengara’s twin, born at the end of
  the world. Young children sing and dance to her each spring.
  She is the most harmless and innocent of all. No evil is in her.
  Vronkal
  Ancient defender of the Forest.
  Hero who saved light from dark.
  Still our Protector.
  He is the Protector who led a ragged band of survivors through
  the Great Winter. We are honored to be able to help him today
  by defending the woods from insects, ﬁre, blight, or trolls.
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  Who are you?
  I am your mother, source of your being and ruler of your life.
  You must call me Great One when you address me, or I will de-
  vour your tender parts and make you wait to grow them again.
  Great One, who are we?
  We are uzko of the Ergnabs Clan, daughters of mighty Ergnabs
  who came into Hurtplace with Gore and Gash, and who have
  wandered free since that age.
  Great One, what makes us great?
  We are the free trolls, bearers of uzko and eaters of foes. No one
  has contained us, no one has defeated us, and no one can track
  us for more than an hour.
  Great One, where do we live?
  We live in this, our land where Ergnabs told us to live in the God
  Time. We call this Ergnabs’ Land because of that.
  Great One, how do we live?
  We are hunters and eaters, afraid of nothing and no one. In the
  friendly night we stalk whatever we choose, and during the
  Hurt Time we hide unseen from the Bright Eye and his foul
  children.
  Great One, what is important in my life?
  To survive is the ﬁrst importance, and to bear healthy uzko is
  second.
  Great One, who rules us?
  I do, in the name of the Great and Magniﬁcent Kyger Litor.
  Great One, what makes a troll great?
  Bearing healthy uzko makes us great. Strength and fortitude
  make us great, a willingness to do what we must to survive.
  Fearsomeness lets the others in the world know our greatness.
  Great One, what is evil?
  Everything that has harmed us is evil. Light is evil. Chaos is evil.
  Iron is evil. Infertility is evil. Barrenness is evil. Hunger is evil.
  Great One, what is my lot in life?
  To bear children is your lot, and may Kyger Litor bless them to
  be of us. To protect the young is your lot, and may Karrg guide
  your arm in doing so. To feed the young is your lot, and may
  Zong guide your instincts to do so. To obey your mother is
  your lot, and may Korasting guide you to do so.
  Great One, what is the difference between males and females?
  We females are the heart and the body of our race. We are made
  in the likeness of Kyger Litor and we are the carriers of the life
  force. The world revolves around us. Males are here to serve us.
  Great One, how do we deal with others?
  We eat them all, if we can. Everything small and helpless is our
  food. Things weaker than us were sent here by Kyger Litor to
  feed us. But evil has weakened our race and strengthened others
  so that some of them have grown strong. We must hide from
  the stronger ones, and wait until their internal decay weakens
  them too. If you see humans, or dwarves, or elves, come to me
  and I will deal with them.
  Great One, who are our enemies?
  All things with intelligence are our foes, for they have worked
  to weaken us. Chaos is ﬁrst, for it robbed us of our children and
  our rightful place in dominating the world. Dwarves are second,
  for they would take our living places and have made evil iron
  to hurt us. Humans are next because they multiply so quickly,
  and have taken the best hunting grounds for themselves.
  Great One, are elves not our enemies?
  Elves are not our enemies, for they make our food grow quickly
  and in plenty, and they themselves are such a ﬁne foodstuff.
  Great One, who are the great spirits?
  Kyger Litor is the most important, for she is the source of our
  lives and our ways, and it is she who will save us in time of
  need. The others are numberless: Karrg is important, the son of
  Kyger Litor who teaches the menfolk to ﬁght. Zong is the hunter
  who feeds us. Xentha carries the Old World to us each night and
  drives away the evil Sun. Dehore is the one who sends us spirits
  to make us strong. Boztakang is the one who destroys Chaos.
  Hombobobom is the one who reminds us of the Dance of the
  World. Jakaboom is the one who protects us from evil spirits.
  o
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  V O I C E S
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  58
  A Personal View of Uz Life
  What the Great One Told Me
  
  Where did the world come from?
  The Dark has always existed. Once, it spawned seas, the cursed
  heavens, and the harsh surface where we now live. Someday it
  will swallow everything back into itself. And we and the Dark
  will go on forever.
  Where do we come from?
  Once we all lived in the harmony of Wonderhome, our womb-
  place. The burning horror of Death drove us out to komor: Hurt-
  place, the surface world. Now we struggle in agony to survive.
  Why do we die?
  Death is the natural state of the universe. Our spirits are alive,
  and keep us alive. We must be grateful to have a chance at all.
  But we know that all life must end someday. Nakala created
  death to return Kyger Litor’s lost children to her.
  What happens after we die?
  Fearsome death is, yet it is the only return to the Underworld.
  When we die, our spirits meet with Kyger Litor in Hell.
  Why are we here?
  We are here to serve our masters, to be served by our slaves, and
  to feast upon our enemies. Life prepares for death, and we send
  our foes to Hell to be food for Kyger Litor and the ancestresses.
  How do we do magic?
  All power comes from the shadows. Our spirits and gods know
  all the secrets of Night and Darkness, and so we have the most
  powerful magic in the world. Our Mothers know secrets that
  would send members of other races screaming into madness.
  Our gods do deeds that would blast the souls of lesser deities.
  And our home, the Dark, has secrets of ultimate power that have
  never been revealed.
  I have heard of other races. Tell me the truth
  about…
  …Aldrya?
  This is a good food goddess. Her children can be annoying to the
  point of death, but they are well worth the killing and eating.
  …Mostal?
  This is another good food god. Some of his children are immo-
  bile stone, and others, called dwarvess, can move around. They
  rarely come aboveground and are often clad in poison metal, but
  they are the tastiest of all. The sweetest meats are the dearest.
  I have heard of other powers. Tell me the truth
  about…
  …Chaos?
  When we were forced out of Wonderhome to grim komor, Arr-
  quong sent Chaos to rob us of even the miserable lands we had
  left. But we fought it, killed it, and ate it. Now Chaos is driven
  into the hinterland. They are the foe from Below and Inside.
  …the Moon?
  She consorts with vile gods who blasted our race with curses.
  She brings light where no light should be. Yet she tempers the
  harsh light of the Enemy and controls the monsters of Chaos.
  We cannot yet say whether her rise has been for ill or well.
  …Sorcerers?
  These humans from the lands where the Bright Eye dies each
  day follow a burdensome religion. They are troubled with castes,
  strange rituals, and a plethora of weak saints. Yet their worthless
  god gives no good magic. He is “invisible” only to eyesight, but
  not to us. Arkat Kortagi came from their land and pillaged their
  religion’s secrets for us to use.
  …Spirits?
  Some spirits are broken parts of dead gods. The most powerful
  and useful come from the source of all magic—the Dark. Other
  spirits are the souls of those who have died—our ancestors.
  Our shamans know how to deal with all types of spirits.
  …Storm Gods?
  These human gods battled us when we came to komor. When
  they could not win, one called Orlanth ﬂed to the Underworld,
  seeking Death to wield against us. When he returned with the
  Enemy, we were stronger and could endure its weakened light.
  He and his worshippers ﬁght us still. We have faced far grimmer
  foes than them, and we still survive.
  …the Sun?
  The Bright Eye harms but cannot kill. He forced us out of Won-
  derhome and crippled our ancestresses. When we ﬂed to komor,
  he followed us to persecute us. But now he ﬂees around the uni-
  verse, pursued by Xentha. His sons have been eaten and broken
  by us. And Subere has shown us secret places in Hell untouched
  by the burning presence of this foe from Above and Outside.
  …Water Gods?
  The gods of the oceans are old, and they hide many mysteries.
  But their greatest mysteries are from the Dark, oldest of all.
  Troll Deities
  Kyger Litor, Greatest Mother
  Kyger Litor is our greatest mother, and she has given us much.
  Her secret magic protects us, gives us power, and cripples our
  enemies. We are her children, and we love her.
  Kyger Litor has suffered much. The Death Sun burned her
  and drove her from Wonderhome. Chaos gods like Gbaji maimed
  her and crippled her children. Here in komor, enemies battle us
  desperately and persistently.
  We are strong, and feast on our foes. Gbaji is dead, and we
  have killed much Chaos. The Sun hides from us each night and
  each winter, when we roam the earth in might. We thank Kyger
  Litor for this.
  We give our troll children Kyger Litor’s blessing. We kill,
  ﬁght, work, and live for her and our other ancestresses, her
  servants. We give her sacriﬁces and dances, precious gifts. She
  is our greatest mother, and we must do her deeds all our lives.
  The Seven Sacred Ancestresses
  We worship Kyger Litor through her great children, the Seven
  Sacred Ancestresses. They teach us how to live, how to work,
  how to ﬁght, and how to kill.
  Boztakang the Chaos-Eater slew Arrquong, the ﬁrst Chaos
  god, and through him we devour Chaos wherever we ﬁnd it.
  Hombobobom the Beater of Rhythm made the ﬁrst drum,
  and we love her for her gift of music.
  o
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  T R O L L S
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  59
  Dancing in the Shadows
  Tales of the Night Hag
  
  Jakaboom the Dancer in Shadows was the ﬁrst shaman,
  and she teaches us how to face the spirits.
  Jeset the Boatman sails the river Adzurana in komor and the
  Underworld. His magic help dead uz ﬁnd Kyger Litor in Hell.
  Karrg the Good Son is what a male uz should be: loyal and
  protective of his mother. Our warriors worship him.
  Korasting the Fertile Mother is Kyger Litor’s Womb, and
  through her loins sprang all the many uz. We worship her to
  have strong daughters.
  Vaneekara the Hurler is the good daughter, what a female
  uz should be. She made the ﬁrst sling, and her secrets help us
  bedevil our foes from a distance.
  We worship other ancestresses as well, those who founded
  our lands, began our tribes, and discovered special magic for us.
  Each land has its own heroes, but ours are the greatest.
  Argan Argar, God of Surface Darkness
  When we came to komor, everything was strange and we made
  many mistakes. Then came Argan Argar. He showed us the cor-
  rect ways of surface life. He taught us our enemies’ languages
  and ways. And he conquered ﬁre gods and enslaved them for
  our beneﬁt. His son, Ezkankekko, was our greatest ruler.
  Arkat Kortagi, Killer of Gbaji, Knower of Sorcery
  This is the cleverest of all trolls. He fooled humans, elves, and
  dwarves, and stole their most precious secrets for our use. They
  are still being fooled by him.
  Dehore, Source of Shades
  There are many types of darkness spirits, shadows, and shades.
  All are part of Dehore. Our shamans know Dehore well, and so
  we can command all the beings of darkness, too.
  Gorakiki, Mother of Insects
  Gorakiki spawned all the many types of insects in the universe.
  Some of her children are food, but others are powerful in their
  own right. Some of our warriors ride and ﬂy her children into
  battle. She mated with some of our ancestors, too, and their
  descendants walk among us still.
  Himile, Source of Cold
  Winter is our friend. We may walk openly, for there are none
  that dare hurt us or make us afraid. Himile’s cold rushes down
  from his palace in the north. The weak gods of summer ﬂee
  him and the hollri ice demons. Our enemies and our food hide
  away, paralyzed with fear of us and Himile.
  Subere, Hell Darkness
  When the Death Sun came long ago, its unendurable bright-
  ness drove us and our spirits from Wonderhome. Its ﬁery rays
  burnt and slew many inhabitants of the Underworld. But many
  creatures found refuge in Subere. She still dwells in Hell, the
  only one never tainted or blasted by the Enemy’s unholy light.
  Xentha, Goddess of Night
  Half the universe is ruled by Kyger Litor, and Xentha covers
  the world for her in a veil of dark. Her shadows and children,
  such as Argan Argar, cover the world and make it safe for us.
  She brings us Night, ever chasing the Sun out of the sky.
  Xiola Umbar, Mistress of the Dark Deep Within.
  Xiola Umbar is the weakest of our gods. The most inferior and
  helpless entities seek refuge in her. But she has healing powers
  that can help even the mightiest Zorak Zoran berserk, and
  which we all value. She is our strong comforter, precious to us.
  Zong, Stalker of Prey
  Zong is the patron of our hunters. He taught us how to hunt
  food in komor, from the tiniest gnat to the mightiest dinosaur.
  He is not the most powerful of our spirits, but he is one of the
  most important.
  Zorak Zoran, Conqueror of All
  Zorak Zoran is the strongest of our gods. Only the mightiest
  warriors can worship him and survive the battle frenzy he
  grants. But, though he kills Chaos and our enemies, he some-
  times also kills trolls. He breaks many taboos, such as creating
  foul zombies and using ﬁre. He is dangerous to both our foes
  and us, and you would be wise to avoid him.
  o
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  H E R O Q U E S T
  V O I C E S
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  60
  
  Tell me who you are
  I am Captain Iraskalobbi, commander of the Second Expedi-
  tionary Force of the Nidan Decamony.
  Tell me who we are.
  We are the Second Expeditionary Force of the Nidan Decamony.
  We are the military force of dwarfdom. We are the workers in
  iron, the ﬁghters and defenders who enter the dangerous above
  to kill for the betterment of the Machine.
  Tell me what makes us great.
  We are Iron Dwarves, the most powerful of all dwarves. We are
  the moving parts of the Doomsday Machine. Our task is to kill.
  We are the best killers in the world.
  Tell me where we live.
  Between work periods, we live in the Second Barracks, located
  in Level 1, section 24020-12 of Upper Mount Nida.
  Tell me how we live.
  Perfectly, or not at all.
  Tell me what is important in my life.
  Follow orders. Work without mercy or fault. Perfect yourself so
  that by eliminating impurities and factory-ﬂaws within your-
  self you can become an iron diamondwarf.
  Tell me who rules us.
  You shall obey me. I obey the Control Ofﬁcer, who gets his
  orders from Iron Diamond Nine, who follows the directives of
  the Decamony. The Decamony are the operators of the Cosmic
  Machine and they govern us all according to Plan.
  Tell me what makes a dwarf great.
  To follow orders without question, to perfect his skills, and to
  live forever in the greater glory of the Machine.
  Tell me what is evil.
  All that is not part of the Plan is evil.
  Tell me what my lot in life is.
  You were cast in iron to serve the Machine. Your fate is to use
  weapons to execute the will of the Maker. Nothing else matters.
  Tell me how we deal with others.
  We are Iron Dwarves. With sword and spear, with missiles and
  bombs—that is how we deal with others.
  Tell me who our enemies are.
  Everyone is our enemy who is not a dwarf, or who is not dwarf-
  made, or who is not a slave of the dwarves and the Machine.
  There are many.
  Tell me what there is to do around here.
  You will stand guard with vigilance, charge into the fray, and
  take the lives of our enemies. On your off time we care not what
  you do, as long as you wander not from the sound of the alarm
  and report any infraction of regulations to me.
  However, many of us see no virtue in this “wasted time”
  and we use it to develop our skills. Rock Dwarves might carve
  their personal niches into decorative patterns, for example, but
  I spend this time training. I once spent more than 800 time-units
  perfecting ricochet shots with my crossbow.
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  D W A R V E S
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  61
  An Impersonal View of Mostali Life
  What the Foreman Told Me
  
  Tell me where the world came from.
  In the beginning was the Machine, and the Machine was in ac-
  cordance with the Plan. The Machine built everything. Trolls,
  elves, and winds created entropy and broke the Machine. We
  must work until the Machine is repaired. Then the old world
  shall be restored. This is all you need to know.
  Tell me where we came from.
  You were made like other tools. Like the World Machine itself.
  All true life comes thus.
  Tell me about entropy.
  Entropy causes death. Death is abnormal. Dwarves in working
  order are immune to entropy and do not die. While you and I
  fulﬁll our appointed tasks, we shall live. Only non-dwarves and
  broken dwarves die. Their bodies recycle in the cosmic currents
  of the World Machine. Their personalities disintegrate. Their
  essences dissolve into energy ﬁelds.
  Tell me why we are here.
  We repair the World Machine. All our work, all our spells, all
  our tools, are for this task.
  Tell me how we do magic.
  Our magic follows the laws of the old world. Our labor fuels it.
  Our bodies are its focus. We learn the spells we need. You shall
  learn the spells you need. They are enumerated in your oper-
  ating instructions.
  I have heard of other powers. Tell me the truth
  about…
  …Chaos.
  Chaos is a force of cosmic destruction. It comes from outside the
  Machine. So we must defend against it, not attempt to repair it.
  …the Moon.
  The rise of the Red Moon was scheduled long ago. It proves that
  the World Machine is being repaired according to the Plan.
  …Orlanth.
  This bad wind and its minions led the attack on the Machine.
  They broke it once. They would break it again. We shall never
  give them that chance. When the Machine is ﬁnished, Orlanth
  shall be kept ﬁrmly under control.
  …Pamalt.
  Pamalt is a being of the southern continent. It does not inter-
  fere in our affairs. Ignore it.
  …Spirits.
  There are many fragments of the old world left behind. Most are
  broken pieces of the World Machine, still mindlessly trying to
  fulﬁll their purpose. They are best ignored. When the Machine
  is completed, they shall be recycled.
  …the Sun.
  The Sun’s rise at the Dawn proves that the World Machine is
  coming together. The Sun is one part of the world that still
  works properly and obediently.
  …Wizards.
  These humans work magic based on the old laws. But they
  delude themselves with lies about an afterlife. Like all beings,
  they ﬁnd only oblivion after death.
  I have heard of other races. Tell me the truth
  about…
  …Aldrya.
  Aldrya is a mutation, a travesty of true life. It is the principle of
  bad growth. In the old world, growth provided raw material for
  the Machine to reﬁne. Now growth is evil. Would a tin of food
  be improved if something grew in it? When the Machine is re-
  paired, the now-cancerous principle of growth shall be restored
  to its original purpose.
  …Kyger Litor.
  Kyger Litor is the source of trolls, foul monsters from the Dust-
  bin. They kill our laborers. They spill vats of potions. They
  shatter our Machines. They destroy creations that took eons of
  toil to make. One day the Machine shall be repaired. Then trolls
  shall be imprisoned in the Dustbin or made extinct.
  …Magasta.
  The deep water has little to do with us. Its mermen do not assist
  us. Neither are they important. Magasta’s purpose is to maintain
  the great ocean currents of the Machine. It does this admirably.
  Dwarf Models
  There are nine distinct dwarf models, each named after a par-
  ticular mineral, one of the Nine Ancient Minerals. Above these
  nine are the diamondwarves, who rule dwarfdom.
  Rock Dwarves
  They mine, quarry, dress, and build with stone. They are the
  architects and sculptors of dwarf society and build cities and
  laboratories. They work in cement as well as stone.
  Lead Dwarves
  They invented plumbing, and later glassblowing. They work
  closely with the quicksilver dwarves. Lead dwarves also spe-
  cialize in making seals and wards to prevent entrance or to
  block off forbidden areas.
  Quicksilver Dwarves
  They know the art of transmutation and the science of alchemy.
  They brew terrible compounds in their fuming laboratories, and
  know the secrets of gunpowder, medicine, and all forms of vit-
  riol and potions. They also make dwarf food. Although they use
  magic, they specialize in manipulating physical elements.
  Copper Dwarves
  They make tools, containers, and some weapons. The original
  copper mostali created the world’s ﬁrst coinage—clacks. One of
  their tasks is to manufacture special magical conduits, which
  purvey energy to all the parts of a dwarf factory.
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  H E R O Q U E S T
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  62
  Instructions to New Workers
  The Gold Diamondwarf’s Words
  
  Tin Dwarves
  They make tools and containers, and summon those most use-
  ful creatures, gnomes. They create semi-living constructs such as
  jolanti and nilmergs, which work for us in specialized tasks,
  hard labor, or harsh environments. Tin dwarves also manufac-
  ture replacement limbs and organs for crippled dwarves, and
  the cans that store our food.
  Brass Dwarves
  They are alloyists and metallurgists, creating new metals from
  the combination of old ones. They are also in charge of heating
  the forges and keeping the necessary heat channeled to appro-
  priate spots and at the correct temperature for the job at hand.
  Silver Dwarves
  They are enchanters and sorcerers. All dwarves learn sorcery
  appropriate to their model, but the silver dwarves specialize in
  working with magic power. Some construct great enchantments
  taking centuries to complete, such as the Red Moon that so re-
  cently rose into the sky.
  Gold Dwarves
  They are teachers, and maintain the continuity of
  dwarf society through correct education and indoc-
  trination. They keep the lore of the dwarves, and
  represent the mind of the Machine. 
  Iron Dwarves
  The blacksmiths of dwarfdom, devoted to the art
  and science of war. They forge weapons and
  armor, and learn how to
  use the tools of war.
  Diamondwarves
  Diamond is the tenth
  mineral. The diamon-
  dwarves have reached
  perfection in their craft.
  They are the pinnacle of dwarf-
  dom. Each model has its own
  diamondwarves, thus there are
  iron diamondwarves, gold
  diamondwarves, and so forth.
  Malfunctions
  We must work hard and obey orders or
  we risk contamination by alien ideas
  and customs. Most contaminated
  dwarves have fractured essences and
  must be recycled. Some are allowed
  to continue to operate so long as
  they do not spread the taint. This is
  according to Plan.
  Individualism
  The oldest of the malfunctions. Some dwarves say that each
  must seek his own path. They are wrong. Would a ham-
  mer be useful if it changed itself, if it grew a pulsating
  brain? These broken dwarves destroy their own use-
  fulness. They harm the Plan thereby.
  Octamonism
  Some conservatives believe the invention of Iron and Diamond
  was evil. They deny their own creation. They seek to halt our
  progress on the World Machine.
  Openhandism
  This malfunction is one of the most dangerous. These dwarves
  claim that outsiders can and should be allowed access to our
  secret treasures. They say the beneﬁt of such dealing outweighs
  the danger. They are fools. What can the surface world offer to
  surpass our secrets?
  Vegetarianism
  This belief is so far conﬁned to Pamaltela. These dwarves are in-
  fected by the cancerous principle of Growth. They actually pro-
  duce food by breeding plants. This vile
  malfunction brings its own destruction
  upon itself.
  63
  \
  \
  \
  D W A R V E S
  \
  \
  \
  
  Who are you?
  I am Oolah Eaolash, daughter of Ahaela Esiash. I am of the
  Green Damsel family of the Eacheshia Eeasi pod, which two-
  legs call the Scarlet Crown Coral Clan. I am an oeluro, one of
  those who speaks to the gods and tells their stories to the pod.
  Who are we?
  We are the Eelaishviaru, the Guardians of the Sacred Amethyst
  Sea Anemone. We are the descendants of Diendimos, son of
  Mirintha the Nymph and Phargon the Founder. We are the
  children of Mother Ocean.
  What makes us great?
  We are the offspring of Triolina. We are the keepers of the Life
  of the Ocean, part of the never-ending Current of Life. It
  begins with the smallest ripples of the newborns through the
  surges and turbulence of adults to the churning depths of
  death. We do not bind ourselves with needless rules or sepa-
  rate ourselves from the currents of Mother Ocean. We are
  strong of both mind and body, we know what is right, and
  that is what makes us the greatest of the kindreds. The secrets
  of the Sacred Amethyst Sea Anemone make us greater than
  any other ludoch tribes.
  Where do we live?
  This is our realm: we live in the never-ending ebb and ﬂow of
  Father Ocean. Where the waters ﬂow is our home. We live in
  Eashailaseaool, which the two-legs call Mournsea.
  How do we live?
  We live on the bounty of Triolina, Mother and Giver of Life.
  We are one with her, one inside of her. She gives us everything
  we need, and she takes us back to become one again with the
  One Waters when we die. We follow the surging rhythm of the
  tides and the swirling cadence of the currents in our search
  for the bounty of Triolina.
  We live in family pods and follow the seasons, as we have
  always done. We herd ﬁsh, gather crabs and shellﬁsh from
  where the waves lap, track the lobster marches, and harvest
  kelp fronds. Sometimes young bachelors form their own pods
  and go exploring or hunt dangerous monsters in the depths.
  They are both foolish and brave, or are renegades from our
  peaceful life.
  We follow the ways Shoanariis taught us after his father,
  great Magasta, left the currents. We are all hunters, and kill
  many different animals for our food. Soon, when you are adult,
  you will hunt on your own instead of with a guide.
  When you were very young you swam with your mother
  and never left her side. Your brothers and sisters swam near-
  by until the age of seven, after which they swam with a nurs-
  ery pod and were cared for by an aunt while their mothers
  fed. When you reached the right age you joined the mixed
  swim, which is where you live today, yet like all good chil-
  dren you and your mother keep regular contact.
  What is important in my life?
  The Ocean is important like nothing else in your life. We all
  live to maintain Mother Ocean and all creatures and plants
  within her protection. She gave you life so you could protect
  her children.
  You were born during the fan-coral spawning, and bear the
  mark of Hiyoei, the fan-coral. When you are older, you will ﬁnd
  that the fan-coral will guide you and allow you to eat its eggs
  for food.
  At the next Great Surging, you will undergo the initiation
  rites. Once you have done this, the ancestors will know you for
  an equal, and we will know you are ready to take your place as
  an adult. You will become part of our waters in the worship of
  the Great Magasta. When all know your worth, you will court
  a female from another pod.
  7
  7
  7
  H E R O Q U E S T
  V O I C E S
  7
  7
  7
  64
  A Personal View of Ludoch Life
  What the Storyteller Told Me
  
  What is the difference between males and females?
  The main difference, of course, is physical. You have already had
  much pleasure in those physical differences with the young fe-
  males of other pods, so I need not speak further on that matter.
  Females are the nurturers, who carry children within the
  womb and suckle young; they are one with the cycles of Trio-
  lina. This gives them a sacred bond with Mother Ocean and her
  bounty. Males are ﬁne hunters and brave warriors; they protect
  the females and our waters. They ﬁnd new secrets in our waters
  and new places for worshipping Mother Ocean, they command
  the two-legs to give us Dry Food, and they ﬁght the horrible
  sea trolls.
  Who rules us?
  The Shoal rules us. Heiye Heiyii is the leader of us all. He is
  guided by the will of great Magasta. We all owe our lives and
  deaths to Magasta the Churner. He is the moving force of life
  in the waters and made the great whirlpool in the center of the
  world to destroy the Stagnation.
  Oolanate is the Natea of the great pod of the Choralinthor
  ludoch. She sends forth her representatives to move amongst the
  two-legs, who serve her. Her people live a sedentary lifestyle in
  the peaceful sea. Some even have permanent sleeping-places in
  the city they call Deeper! We are not part of this great pod, but
  we respect Oolanate, for she serves Mother Ocean.
  What makes someone great?
  Obedience to the words of your mother and father, the words of
  Heiye Heiyii, and the ways of Triolina makes you great. To ful-
  fill our destiny with Mother Ocean makes us great. We are born
  to serve her, we swim our lives in her currents, we hunt in her
  reefs and open waters, and we die to be one with her currents.
  What is evil?
  The stagnation of the waters is evil. The Storm Gods of the Far
  World are evil, for they stole our gods to be their slaves. Two-leg
  fishermen who don’t follow the proper rituals, ships that spew
  things into our realm that is not dry food, these are evil. You and
  your friends whisper among yourselves that sharks are evil.
  They are not, for even these dangerous ﬁsh are the children of
  Mother Ocean.
  What is my lot in life?
  You can spend your days right now in games of breaching, som-
  ersaulting, ﬂipper slapping, wave surﬁng, twisting, turning, and
  swimming upside down. The most trusted young like you help
  to gather food and herd ﬁsh, and your sisters even care for the
  infants.
  You will grow to be a strong ludoch and join one of the
  many pods to ﬁght and care for the clan and Mother Ocean.
  You will learn to face the things that can destroy us and grow
  courage to ﬁght the things that are not-ocean. You will under-
  stand the way of Magasta.
  How do we deal with others?
  When you see an outsider you should swim away and ﬁnd us,
  calling out so that the current ripples and the ﬁsh ﬂit with your
  fears. This way you will contact the Watchers and they will in-
  vestigate. Even if you do not feel fear you should not hide and
  observe the outsider, for you are not old enough to make such
  decisions. Swim quickly to the adults, and they will send an
  oeluro like me to deal with it correctly.
  Who are our enemies?
  The vicious sea trolls are our most dangerous enemy, for they
  lurk in the kelp forests to ambush unsuspecting gatherers. Two-
  leg ﬁshermen can be enemies, too, when they steal our ﬁsh.
  Dry folk can be enemies when they send out ships to hunt our
  dolphin friends, or when their hulls break the delicate corals.
  Those who break the laws of the sea and deﬁle the bounty
  of Triolina or disturb the creatures of Tholaina are our enemies.
  In our memories one among them, Pharaoh, deﬁled our realm
  and rose to claim rule over the people of the Choralinthor. If
  we had been stronger we would have done more to resist him,
  but even so we always remained true to our own leaders and
  to Mother Ocean.
  Who are the kindreds?
  All creatures of the seas are children of Mother Ocean, but some
  are closer to us than others. Although we have a great friendship
  with the dolphins and porpoises, we are not related to them as
  the foolish two-legs think. However, though we look different
  in many ways, we are kin to the ouori and hreekeen, for we are
  all together one of the great kindreds of the merhendssh, the
  merfolk. We all descend from the same founder, though he took
  a different shape and name when he sired each of us.
  There are other kindreds, and they also come from Phar-
  gon and Mirintha, but they are not like us. The ﬁsh-like malasps,
  ysabbau, and gnydron hunt us for food. You should beware of
  them, and hide or ﬂee if you see them.
  Who do we worship?
  We worship the Ancestors, who gave us life: Mirintha, Phargon,
  and Diendimos. We worship the Currents, who give us life: great
  Rozgali, peaceful Choralinthor, Eashailaseaool of the Growing
  Reef. We worship the Triarchs, who rule the oceans so we might
  live: Endaralath the Great Manthi and Ermanthver the Great
  Natea. But our greatest reverence is reserved for Triolina and
  Magasta, for they are Mother and Father Ocean. They give us all,
  and we could not live without them and their children: boun-
  tiful Tholaina, Fanadoimonora the Sacred Amethyst Sea An-
  emone, skillful Shoanariis, and dark Wachaza.
  7
  7
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  L U D O C H
  7
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  7
  A Prophecy of the Hero Wars
  Once was water, dark and bottomless,
  primal spawn-place and primal sea.
  Current of Life, ﬂow and birth me!
  Land-growth irrupted, driving back the waves,
  harsh and jagged scales of lifeless rock tearing
  Mother Ocean's water-womb.
  Current of Life, ﬂow and lift me!
  Father Ocean batters and rages, mighty yet impotent,
  Land-growth squats unmoved and unliving.
  Current of Life, ﬂow and save me!
  Neither Father nor Mother, born of both yet
  spawned by neither, the New Ocean rolls,
  unstoppable and unforgiving from the six sides,
  and Land-growth is swamped and shattered,
  drowned and gone.
  Current of Life, ﬂow and take me!
  65
  
  Where did the world come from?
  In the beginning, the whole world was empty, dry, and motion-
  less. No ﬁsh swam, no coral grew, and no hard krill drilled the
  depths. In that place was Zaramaka, the Source of Waters, the
  Deep from which ﬂows all life. Zaramaka moved, and from with-
  in that Great Elder came Sramake, Framanthe, and Daliath. First
  Ocean moved once more, and the Elder Three met and mingled,
  as the waters of a river mingle with those of the sea, washing
  salt inland or silt far out to sea.
  Where did I come from?
  Triolina ﬂows from Daliath and Sramake, who ﬂow from Zara-
  maka. She is the Mother of Life, and from her stem all the crea-
  tures of the waters. Two of her children ﬂowed together in the
  warm eastern waters to make our race: Mirintha, Gentle Mother,
  and Phargon, Son of Man. From the Mother and Father were
  born the tritons, terrible and powerful beings of the deep.
  All was well in the waters with our ancestors until the
  coming of Dez. Dez and the other Dry Gods rejected their place
  in the currents of the world, and some of them attacked the
  waters that bore them. They kidnapped, seduced, or raped the
  niiads, and from those acts of deceit and violence we were born,
  the merhendssh, children of the waters doomed by the part of
  us that comes from the Far World.
  Why do we die?
  When the world was perfect, everyone was content. As the
  waters and the world grew ever larger, encompassing all life, the
  Dry Gods grew jealous and thought that only they should be
  happy. They murdered Seolinthur, Father of Life, and the waters
  ceased to expand. This began a period of warfare that ended
  with the wounding of Bab, the Food Goddess. She was only
  saved from destruction by Magasta, who sacriﬁced everything
  so that the Waters could live.
  Since then, the tides of eternity sweep our ranks, and the
  wisdom of Magasta preserves us. Fearful death is, yet it is the
  only choice set against the nothingness of stagnation.
  What happens after we die?
  There is nothing for us after death. When you are old, you will
  be called by Mother Ocean, and you will sink into her depths to
  become part of the Eternal Swell. Dying, your body and spirit
  will be dissolved by Magasta’s Pool before they attain the un-
  knowable Primal Waters. Eventually, your life source will be re-
  cycled from that secret place, and you will be born again in the
  Inner Sea as something new. Thus do you serve the Deep.
  Why are we here?
  While you are here, your duty is to make your own current, to
  shape the ﬂow of your life, to serve your world. Some say you
  should seek your Third Portion of Being, and seek to become
  complete, like Magasta and Seolinthur before him. But I say that
  you need only be yourself, and serve the waters, allowing Mag-
  asta to send you along the currents of your life.
  How do we do magic?
  The Ocean ebbs and ﬂows with moving currents. Two-legs know
  only physical ﬂows, while we sip from hidden spiritual currents
  to work magic. Magasta knows the name of every one of these
  secret ﬂows, for they end in his pool, and he makes their names
  and locations known to us all. You can join them to yourself like
  a tributary, and thus control their ﬂow. This is the only magic
  that ﬂows within the currents of life.
  I have heard of other worlds. Can you tell me
  the truth about the Far World?
  The Waters came to feed, so the Still Ocean brought forth Seru-
  var to feed them. Seruvar fed well from the Waters, and birthed
  the Titans so they could feed the waters in return. The Titans
  each created one of the sides of Bab. Then Seolinthur ﬂowed
  into the space below, and Uoshalma blew into the space above,
  and the Far World was complete.
  The Far World teems with two-legs. They are hostile, in-
  vading the Waters in their ships to steal the bounty of the Sea.
  Their wasteful ﬁshermen kill many more of our ﬁsh then they
  can ever eat. Their priests send dangerous winds against our
  waters and us and they kill many Sea beings, creating more evil
  spirits and demons.
  The two-legs are weak and foolish, and must pay tribute for
  their ships to pass unobstructed and their folk to live on the
  shores of the Waters. They feed us even as they resist us.
  I have heard of other powers. Can you tell me
  the truth about the Dry Gods?
  Earth was good until it failed. Then Sea had to rescue its child.
  The gods of the Far World are called the Dry Gods, created by
  Seruvar to provide food for the children of Zaramaka. How-
  ever, some of the Dry Gods forgot their purpose, disagreed with
  it, or thought that they could become something different. They
  fell victim to their emotions, and through their wrong actions
  destroyed the world. For their failures, the Dry Gods suffered a
  terrible doom, were condemned to a waterless existence, were
  trapped and forced to provide us with their gifts. I will tell you
  now about the greatest of them.
  Chaos
  Dez is the Void that appears when Chaos destroys life. The Void
  evaporates the seas, stagnates the movement of the currents,
  and devours the souls of the waters. Only Magasta can defeat
  Chaos, and he shows us the way to victory. Chaos seeps in when
  Stagnation traps the currents of life and prevents them from
  moving. The spawn of Dez look like life, but they are empty,
  soulless, evil. We must not tolerate them in any form, especi-
  ally when something alive is taken over by Chaos.
  Darkness Gods
  Ooshosopesh the Dark Titan was a compassionate force, the
  source of without-light food. But the ancient powers of the
  abyssal Deep lurk in each being, looming and glowering with-
  in, ever ready to seep out. Ooshosopesh allowed them to burst
  out unimpeded, and they destroyed her body, leaving her an
  insubstantial shadow, easily controlled by Magasta.
  Fire Gods
  Eshalosash the Hot Titan was a powerful force, source of hot
  food. But he grew fearful after the death of Seolinthur, and
  moved mountains to build a wall along the edge of Ishash. Some
  of his people continue to deny the waters that give them life, and
  so they cannot create new ﬂows even when they mix together.
  7
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  H E R O Q U E S T
  V O I C E S
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  66
  Inner Knowledge of the Sea Gods
  The Voice of the Deep
  
  The Glacier
  Osserelta the North Titan was a caring force, source of cold food.
  But he grew frigid after the death of Seolinthur and refused to
  accept his place in the world. When he stopped sending food it
  inspired other Food Gods in the north to rebel, and so began the
  Time of Struggles. Desperate to protect himself, Osserelta froze
  the waters of Seolinthur, hoping to preserve himself from de-
  struction. A great glacier ﬂowed into the world from the north,
  and Osserelta froze to death along with everything else.
  When Magasta called the waters, the ouori licked the ice,
  which melted enough to answer the call. A small stream ﬂowed
  under the Glacier, releasing the waters from their icy prison.
  Now Osserelta once again sends food into the Seventh World.
  The Moon Goddess
  Secret powers move the universe, and the cyclic powers of the
  Moon were ours alone until revealed by the upstart goddess the
  two-legs call the Red Moon. Stealing and revealing our ancient
  lore is not bad enough, for Desashema also controls Chaos. She
  has taken up part of Ooma, the Earth, wounding her. She seeks
  to ‘liberate’ the entire world from being Food, but Nestentos
  will rise again and heal the wound in the world, making the
  north whole again.
  Sorcerers
  Moroga the West Titan was a generous force, source of salt food.
  But he became greedy after the death of Seolinthur and refused
  to accept his place in the world. He claimed knowledge greater
  than Zaramaka, and made laws to contain and command the
  waters. He created artiﬁcial beings to dig holes in the world. The
  two-legs who worship Moroga share his ignorance and arrog-
  ance. They see magic and matter as separate things, and conti-
  nue to use Moroga’s corrupt secrets to abuse the world.
  Spirits
  The world is full of lost, meaningless entities who are not moved
  by the currents. They do not know their place in the order of
  the spiritual oceans. Beings called shamans control the broken
  remnants of the Dry Gods and their victims, which are trapped
  in the place the two-legs call the Spirit World. Until the ebb of
  the Deep reaches all turgid recesses, these mindless entities will
  remain lost, will stay trapped, will cling to false memories of
  life. They will not willingly return to the cycle of life, for they
  try to be feeders instead of food. They cannot feed the Deep, but
  we can feed on them, and so return them to Zaramaka.
  Storm Gods
  The raging storms of the Far World bring us much food, but only
  after ﬁghting us. Monstrous Uoshalma was once a gentle force,
  a current that moved food from Bab to the Deep, but he be-
  came ﬁlled with anger, violence, and lust. He pounded seas into
  submission and imprisoned legions of life within ice. He carried
  off our gods as slaves. He brought Death to us, and although
  Magasta took its secrets and used them to save the world, Uo-
  shalma ﬁrst used it to trouble all watery beings.
  Uoshalma thinks he is free, but he is now directed by the
  waters, moved where Eeshalmera directs him. He rages against
  her, but his storms do not harm the Deep.
  The Sun God
  Eamei was a humble force, source of light and other dry food.
  But he grew proud after the death of Seolinthur. He tried to raise
  himself above the Dry Gods to rule them, but he was cast down
  by the Waters. The light he tried to keep hidden is seen by all,
  and brings new growth to the Far World. So he feeds the Deep.
  Currents of the Deep
  Of the spiritual ﬂows in the Ocean, many are weak, mindless, or
  peaceful currents that anybody can use. A fearsome few torrents
  are not, demanding worship from those that seek to drink from
  them. We know the names and greetings for many such entities,
  and call on them to serve us when the time requires it, even as
  we serve them when they call to us in turn.
  Drenamoro
  Drenamoro is the Old Man of the Sea, a lusty ﬁgure with many
  children and lovers. He is individuality, the yearning for the
  deep oceans, the yearning for a connection with other beings.
  He taught mermen to swim into the Spirit World, to integrate
  the lost ones so that they can be recycled again, and to protect
  themselves from hostile spirits.
  Drenamoro is mutable, ﬂowing into any form he desires:
  male or female, ﬁsh or man, water or stone, even ﬁre or wind.
  His best known forms are Phargon the First Triton, ancestor of
  all mermen; Golod Fish-Father, favored lover of Tholaina; and
  Easharthlu, who ﬁrst caused Murthdrya to sprout with life.
  Endaralath and Ermanthver
  Endaralath and Ermanthver are our Manthi and Natea. They are
  the Life of the Seas, and maintain order and justice throughout
  all of the Togaro Ocean and its tributary seas, including our own
  Rozgali. Together with Togaro herself, they form the Triarchy
  of the Eastern Waters.
  Magasta
  Magasta is the source of Life and Death, the One Water. His
  body is the ocean, his spirit the animus of the world, and his
  soul the current of the cosmos. With Manthi and Natea he forms
  the Triarchy of All Waters. 
  Magasta is Father Ocean, so great that mortals who touch
  him are lost, pulled into the Maelstrom. We worship Magasta
  through his children, who are closer to us, though still deeper
  than the Ancestors.
  Sshalorgesh is the Terror of the Deeps, who led the watery
  armies that reclaimed the Far World. He leads an army of tides
  and waves that seek to reclaim the land still.
  Ooaliralia is the Deep Diving Messenger, who bears our
  prayers to the Deep.
  Uumaferios is our Shielding Current, who defends the pod
  from predators, two-legs, and the spawn of Dez.
  Eeshalmera is the Great Storm, who moves the wayward
  winds of the world as if they were currents.
  Shoanariis is the Deep Feeder, who taught us how to hunt
  and gather after Magasta left us.
  Wachaza is the Fang of Magasta, who brings death to the
  seas. He is the dark demon, who hunts down the spawn of Dez.
  He is the Maelstrom, who recycles the living and dead through
  the Black Waters of Edzaroun.
  Triolina
  Our Great Ancestress, Mother Ocean, Source of Life. All mor-
  tal beings that live in the waters can trace their ancestry to her,
  whether merhendssh, animal, or plant. She mixed her essence
  with many waters, and each time bore one of the Deep Mothers
  who is the source of one form of life. 
  Mirintha is our Mother, for her triton and niiad children
  bore all triolini, including us. Tholaina is the Mother of all sea
  animals, from plankton to whales, sea eagles to dragonﬁsh,
  and the profusion of ﬁsh. Murthdrya is the Mother of plants,
  whose children grow from the deepest oceans to the shallow,
  sunlit seas.
  7
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  L U D O C H
  7
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  67
  
  6  6  6
  H O M E L A N D :
  T E S H N O S
  6  6  6
  68
  68
  Teshnos basks in tropical listlessness. It is an ancient civilization
  half lost in its jungle and dreams. Cities languish happily, sur-
  rounded by natural orchards and forest plots that practically farm
  themselves. Castes dominate society, but life is so easy no one
  cares. Temples, however, are meticulously kept by busy priests
  and priestesses, and when they conduct their ancient rites the
  ceremonies are attended by humans and several other races.
  Slaves are forbidden.
  The Foot Soldier occupation indicates employment as a
  private guard. Petty nobles often learn “the ancient arts of vio-
  lence” along with their guards.
  Teshnos Homeland Keyword
  Occupations Available: Entertainer (Dancer, Drummer,
  Flautist, Singer, Sitarist, Snake-Piper), Farmer, Foot
  Soldier (Regular, Skirmisher), Healer, Hunter,
  Merchant, Petty Noble, Scholar, Thief.
  Native Abilities: Chalite Teachings, Dancing (social-
  ly), Enjoy Food, Know Jungle Ways or Urban
  Survival, Sit Quietly, Speak Teshnan, Teshnos
  Customs, Teshnos Geography.
  Typical Personality Traits: Clean, Fear Dragons, Open-
  Minded and Accepting of All Peoples, Peaceful and
  Unexcitable, Pious towards All Forms of Worship,
  Suspicious of Kralori.
  Typical Relationships: to Ancestors; to Family; to Temple.
  Magic: Common magic, Teshnos Pantheon (common and
  specialized magic).
  Common Names:
  Men—Amadhara, Bhindish, Ganeshi, Garusharp,
  Kamakshi, Kshatralal, Pubnashap, Sandhya, Sudevi,
  Vasu, Vasudev.
  Women—Aichit, Bhirapati, Chanaya, Lishina, Madhuri,
  Nirupama, Nita, Primiralna, Taravati, Uma, Vishakhri.
  Origin
  First was Endi Varo, the Great Emperor and Father Sun, the
  self-contained Creator who made the universe out of mystical
  origins. Primeval powers lived here ﬁrst, and a hundred dynas-
  ties of gods after them. The latest dynasty began with Chal the
  Wise who instructed the king, who ordered the people and made
  sacriﬁces to Somash.
  Common Religions
  The Book of Well-Being
  Most people in Teshnos know and use this little volume, a syn-
  opsis of the Works of Chal. Only a few can read it, but almost
  everyone follows its regimen of exercises, dietary restrictions,
  prayers and meditation exercises, and virtues, represented in
  HeroQuest by the Chalite Teachings ability. As a result, almost
  everyone can perform the Spell of Health.
  R Spell: Spell of Health.
  The Service and Comfort Society
  An organization of service employees who serve whomever
  can pay them.
  R Charms: Five Special Wine Spirits, Grow Food on Trees,
  Grow Ten Noble Spice Plants, Nap Pillow Spirit, Self-
  Moving Fan.
  We All Know This
  Teshnos has been home to a vast collection of cults, spirits, and
  churches, which have left behind some common magic. They
  say they know a million magic, but here are just a few of the
  popular ones that make Teshnos life so pleasant.
  R Talents: Brewing, Clean Clothes, Cook Better, Drop Food
  from Trees, Grow Food on Trees, Look Great, Make Tasty
  Drink, Nurture Banana, Nurture Breadfruit, Nurture
  Coconut, Nurture Plantain, Talk Smooth.
  Common Religion—Teshnos Pantheon
  Five hundred religions are practiced in Teshnos. These all hold
  loosely together by a casual mystical overview of the esoteric
  Chalite Practices. For most people the important god is
  Somash, the sun with many faces. He is worshipped at sun-
  rise as Creator, at mid-morning as Healer, at noon as Great
  Emperor and Father, at mid-afternoon as Merchant, and at
  sunset as Scholar. His consort and rival is Kab Vanarana Sa,
  whose nine hundred daughters are the local goddesses of
  farming, food, and family.
  Unusually among major religions, the Teshnos “pan-
  theon” does not specialize in one form of magic, and is
  separated from the common religions above only for con-
  venience. Your hero is probably a communal worshipper
  of the religion, and thus gains the beneﬁt of the Teshnos
  Pantheon keyword, below. Some Teshnans initiate or de-
  vote themselves to a speciﬁc deity; see the listing below
  for sample cults, some of which are actually common reli-
  gions (using mixed magic) rather than pure theist cults.
  Teshnos Pantheon Keyword
  Abilities: Know Teshnos Pantheon Myths, Worship Teshnos
  Pantheon.
  Virtues: Eclectic, Enjoy Life.
  Magic: The Book of Well-Being.
  Other Side: The Fire Realms are vivid and blazing lands in
  which golden palaces look down from mountains of light.
  Sample Cults of the Teshnos Pantheon
  Any: Calyz Mandar, the Ancestor God
  Afﬁnity—Talk to Ancestors.
  Entertainer: Somash Veren, the Beauty Sun
  Afﬁnity—Entertainment.
  Farmer: Kab Vanarana Sa and her Nine Hundred Daughters
  Afﬁnity—Farm.
  68
  Homeland: Teshnos
  Sun shine upon you, here is my hand, there is my life ﬂame. It would transform my dull and
  unproductive day if you would take dates and water with me, however meager and stolid the fare.
  
  69
  69
  69
  Foot Soldier or Petty Noble: Alen Somash Sa, the Warrior
  Sun, one of the Moving Gods
  Afﬁnity—Horsemanship.
  Spells—Chal’s Rules, Part 3 (Deity Detection, Fight
  Theistic Beings, Heal Before Combat, Magic Protection,
  Spirit Combat, Spirit Detection).
  Foot Soldier or Petty Noble: Kab Tolat Solf, the Great
  Destroying Warrior Planet, one of the Moving Gods
  Worshippers of Kab Tolat Solf do not use The Book of
  Well-Being.
  Afﬁnity—Combat, Fight Against Gods or Spirits.
  Foot Soldier or Petty Noble: Vai Madar Sa, the Great Star
  Archer, one of the Moving Gods
  Common Magic—”The Bow of the Heavens Chants”:
  feat: Sacred Archery.
  charm: Hand-Archery.
  spell: Farshooting Multiarrow.
  K Want to Discover More? See “Vai Madar Sa” in the
  Basic Magic chapter, page 113.
  Healer: Mairnali Har, Mother of Mankind and Source of
  Compassion
  Afﬁnities—Healing, Meditation.
  R Talents—Calm Madness, Comfort Song, Sleep,
  Soothe Invisible Parts.
  Hunter: Velit Maniz, the Invisible Leopard
  Afﬁnity—Hunting.
  R Talents—Leap into Treetop,
  Motionlessness, Quick Kill,
  Scentlessness, Send away Ghost,
  Soundlessness, Stalk, Trueshot.
  Merchant: Somash Mimi, Who Makes Us All Rich
  Afﬁnity—Trade.
  Petty Noble: Somash Edi Varo the Judge, and a Moving
  Deity (see “Reasons to Have Left Home,” below)
  Afﬁnity—Adjudication.
  Scholar: Somash Hero Madoro, the Dutiful Archivist
  Afﬁnity—Preserve Manuscripts.
  Thief: Besdi Solf Du, the Seventh Little Destroyer, the
  “Taker of Things”
  Afﬁnities—Excess, Stealth.
  R Talents—Conceal Item, Leap into Treetop, Leap onto
  Roof, Motionlessness, Scentlessness, Send away Guard,
  Soundlessness.
  Reasons to Have Left Home
  Many people have the chance to leave their sleepy jungle or city
  homes in Teshnos. In particular, the Three Moving Gods (Alen
  Somash Sa, Kab Tolat Solf, and Vai Madar Sa) allow people
  from any caste to join in them and leave home. These deities
  are known to outsiders because their worshippers often depart
  from their own homeland. They are all associated with celes-
  tial bodies, hence “moving deities.” All are worshipped both
  inside and outside of Teshnos in different ways.
  6  6  6
  H O M E L A N D :
  T E S H N O S
  6  6  6
  
  The Abiding Book . . . . . . . . .32,33
  Above, King of  . . . . . . . . . .52-53
  Above, Powers of . . . . . . . . . . .52
  Adzurana . . . . . . . . . . . . . . . . .60
  see also Edzaroun
  Aeol  . . . . . . . . . . . .see Saint Aeol
  Aeolian Church . . . . . . . . . .19,32
  Aether  . . . . . . . . . . . . . . . . . . .10
  Age of Weakness  . . . . . . . . . . .55
  Agikoros  . . . . . . . . . . . . . . . . .51
  Agimori  . . . . . . . . . . . . . . . . . .42
  see also Doraddi
  Akem  . . . . . . . . . . . . . . . . .55,57
  Aksander’s Ridge  . . . . . . . . . . .25
  Alakoring Dragonbreaker . . . . .35
  Aldrya . .14,26,29,32,36,41,54-57,
  59,62
  Aldrya, Song of  . . . . . . .54-55,57
  see also Seyotel
  aldryami  . . . . . . . . . . . . . . . . .57
  see also dryads, elves, pixies
  Alen Somash Sa  . . . . .see Somash
  Aleshmara . . . . . . . . . . . . . .43,45
  Alkoth  . . . . . . . . . . . . . . . . .8,11
  Alkothi, the . . . . . . . . . . . . .10
  Allgiver  . . . . . . . . . . . . . . . . . .48
  Ana Gor  . . . . . . . . . .14-15,34-35
  Angdartha  . . . . . . . . . . . . . . . .14
  Angkel the Brooding  . . . . . . . .34
  Animal Mothers . . . . . . . . . . . .15
  Anirestyu the Logician . . . . . . .10
  Ankormy  . . . . .see Saint Ankormy
  Anmangarn Clan  . . . . . . . . . . .24
  anti-gods  . . . . . . . . . . . . . . . . .49
  Antirius  . . . . . . . . . . . . . . . . . .11
  see also the Sun, Yelm
  Apple Lane  . . . . . . . . . . . . . . .24
  Aptanace the Sage  . . . . . . . . . .48
  Arandayla  . . . . . . . . . . . . . .20-23
  Archexarch of Hell
   . . . . . . . . . . .see Udam Bagur
  archexarchs . . . . . . . . .see exarchs
  Argan Argar  . . . . . . . . . . . . . . .60
  Argar Argan  . . . . . . . . . . . .12-14
  Arim the Founder . . . . . . . .34-35
  Arkat  . . . . . . . . . . . . . . . . .32-33
  see also Gbaji
  Arkat Kortagi . . . . . . . . .59-60
  Arkati, the  . . . . . . . . . . . . .31
  arrowstalk  . . . . . . . . . . . . . . . . .4
  Arrquong . . . . . . . . . . . . . . . . .59
  Ashurtans  . . . . . . . . . . . . . . . .39
  Asrelia  . . . . . . . . . . . . . .13-15,27
  Asrelia’s Retreat . . . . . . . . . .12-13
  Auntie Stone Chipper  . . . . . . .29
  Aurelion
   . . . . .see Caladra and Aurelion
  Axe Hall  . . . . . . . . . . . . . . . . .15
  Bab  . . . . . . . . . . . . . . . . . . .66-67
  Babadi  . . . . . . . . . . . .see dwarves
  Babeester Gor  . . . . . .12-13,15,27
  see also Bengara
  Bad Deities of Below  . . . . . . . .11
  Bad Man  . . . . . . . . . . . . . . . . .53
  Bagnot  . . . . . . . . . . . . . . . . . . .35
  Balandak Zim  . . . . . . . . . . .39,41
  Balazar . . . . . . . . . . . . . . . . . . .34
  Balumbasta  . . . . . . . . . . . . .44-45
  Bandal Tigerbane  . . . . . . . . . . .16
  Bandori River . . . . . . . . . . . . . .17
  Baraku . . . . . . . . . . . . . . . . . . .44
  Barastaros Tribe  . . . . . . . . . . . .37
  Barntar  . . . . . . . . . . . . . . . .21,35
  see also Saint Bartath
  Bartath  . . . . . . . .see Saint Bartath
  Basket of Life . . . . . . . . . . . . . .45
  Beast Riders  . . . . . . .see Praxians
  Beast Valley  . . . . . . . . . . . . . . .21
  Beauchief  . . . . . . . . . . . . . .16-17
  Beizu  . . . . . . . . . . . . . . . . .46-47
  Below, King of . . . . . . . . . . .52-53
  Below, Powers of  . . . . . . . . . . .52
  Belveren . . . . . . . . . . . . . . . . . .12
  Bengara . . . . . . . . . . . . . . . .54,56
  see also Babeester Gor
  Berelenos Clan . . . . . . . . . . . . .34
  Besdi Solf Du  . . . . . . . . . .see Solf
  Big Wide Hunting Land  . . . . . .29
  Bishop Saints, the  . . . . . . . . . .19
  Bison People . . . . . . . . . . . . . .4-7
  see also Praxians
  Bison Queen  . . . . . . . . . . . . .4
  Bison’s Claw, the  . . . . . . . . . . .25
  Black Bear, the  . . . . . . . .see Irdag
  Black Bear People  . . . . . . . . . .50
  see also Rathori
  Black Horse Troop, the . . . . . . .22
  Black Waters
   . . . . . .see Adzurana,Edzaroun
  Blacktuft lineage  . . . . . . . . .28-29
  Block, the  . . . . . . . . . . . . . . . .4,6
  Bluben . . . . . . . . . . . . . . . . . . .51
  Blue Moon . . . . . . . . . . . . . . . .36
  Blue Star, the  . . . . . . . . . . . . . .50
  Bodkartu  . . . . . . . . . . . . . . . . .49
  Bolongo  . . . . . . . . . . . . . . .44-45
  The Book of Well Being . . . . .38,40
  Bormandy  . . . . . . . . . . . . . . . .30
  Borngold  . . . . . . . . . . . . . . . . .24
  Boztakang . . . . . . . . . . . . . .58-59
  Bran . . . . . . . . . . . .see Saint Bran
  Breath World  . . . . . . . . . . .44-45
  see also Spirit World
  Bright Eye . . . . . . . . . . . . . .58-59
  see also the Sun, Yelm
  Bright Treasure  . . . . . . . . . . . . .6
  see also Sun
  Brithini  . . . . . . . . . . . . . . . . . .33
  Brithos . . . . . . . . . . . . . . . . . . .31
  Brithos Fog  . . . . . . . . . . . . . . .31
  Broader March, the  . . . . . . . . .35
  broos  . . . . . . . . . . . . . . . . . . . . .5
  Brotherhood of the 
  Golden Bow  . . . . . . . . . . . .20
  Brotherhood of the 
  Sabre’s Claw  . . . . . . . . . . . .42
  Building Wall, the  . . . . . . . . . .15
  Bull’s Blood Clan  . . . . . . . . . . . .4
  Burner, the  . . . . . . . . .see Pamalt
  Burrowing Toad Mother . . . . . .51
  buseri, the  . . . . . . . . . . . . . . .8-9
  Buserian  . . . . . . . . . . . . . . . .8,11
  Butchering Festival  . . . . . . . . . .4
  Caladra and Aurelion . . . . . . . .14
  Caladraland  . . . . . . . . . . . . . . .12
  Calving Festival . . . . . . . . . . . . .4
  Calyz  . . . . . . . . . . . . . . . . .39,41
  Calyz Mandar  . . . . . . . .39-40
  Celestial Cities . . . . . . . . . . . . .10
  Celestial Court (Kralori)  . . .47,49
  Celestial Fire  . . . . . . . . . . . . . .41
  Cerise Book  . . . . . . . . . . . . . . .37
  Cerise Church  . . . . . . . . . . . . .37
  chadash  . . . . . . . . . . . . . . . . . .21
  Chal the Wise  . . . . . . . .38,40-41
  Teachings of  . . . . . . . . . . . .41
  Chalana Arroy  . . . . . . . . . . . . .27
   . . . . . . .see also Saint Chalarn
  Chalarn . . . . . . .see Saint Chalarn
  Chalk Road  . . . . . . . . . . . . . . .17
  CHAOS  . .6,10,14,18,22,26,29,32,
  36,40,44,48,52,56,59,62,66
  see also Chaos, the Devil, Dez,
  Entropy, Oblivion, Sixth World,
  Stagnation, Tribe of Chaos, the
  Void, Vovisibor
  Chaos . . . .4-7,12,14,17-20,25-29,
  32,35-36,40,44,47-48,52,54,56,
  58-60,62,66-67
  -
  y
  k
  l
  r
  /
  v
  x
  j
  d
  m
  '
  t
  c
  n
  Index
  70
  bear  . . . . . . . . . . . . . . . . . . . . .53
  Bison Rider . . . . . . . . . . . . . . .5,7
  Dara Happan . . . . . . . . . . . . .9,11
  Doraddi  . . . . . . . . . . . . . . . . . .45
  dryad . . . . . . . . . . . . . . . . . . . .57
  dwarf  . . . . . . . . . . . . . . . . .61,63
  elf   . . . . . . . . . . . . . . . . . . . . .54
  Esrolian  . . . . . . . . . . . . . . .13,15
  Esvulari  . . . . . . . . . . . . . . .17,19
  Grazer . . . . . . . . . . . . . . . . .21,23
  Heortling  . . . . . . . . . . . . . .25,72
  incense burner . . . . . . . . . . . . .40
  Kralori  . . . . . . . . . . . . . . . .47-48
  liturgist  . . . . . . . . . . . . . . . . . .19
  ludoch (merman)  . . . . . . . . . .64
  Lunar  . . . . . . . . . . . . . . . . .35,37
  mask  . . . . . . . . . . . . . . . . . . . .43
  priest/priesess  . . . . . .11,15,37,41
  Puma Person  . . . . . . . . . . . . . .28
  Rathori  . . . . . . . . . . . . . . . . . .51
  Seshnegi  . . . . . . . . . . . . . . .30,33
  shaman  . . . . . . . . . . . .7,23,28,60
  Star Woman . . . . . . . . . . . . . . .74
  Tarshite . . . . . . . . . . . . . . . .35,37
  Teshnan  . . . . . . . . . . . . .39,41,69
  troll . . . . . . . . . . . . . . . . . . .58,60
  Wind Lord . . . . . . . . . . . . . . . .25
  wizard  . . . . . . . . . . . . . . . . . . .33
  Illustrations
  Listing
  Religions need to provide answers to fundamental questions about the world, including an explanation of the other cultures, pantheons,
  and magic systems. The narratives in HeroQuest Voices group such “other powers” into several broad categories. These are indicated
  in this index by entries in CAPITAL LETTERS, along with references to the primary entities that represent these powers.
  
  Chaos Woods . . . . . . . . . . . . . .17
  Charai . . . . . . . . . . . . . . . . .21,23
  charnjibber  . . . . . . . . . . . . . . .42
  Chief Star  . . . . .see King of Above
  Choralinthor Bay . . . .12,16-17,65
  see also Mirrorsea
  Chuhenshahanabap
   . . . . . . . .see Somash Maharaj
  Closing, the  . . . . . . . . . . . .32-33
  see also the Opening
  Colymar (King)  . . . . . . . . . . . .24
  Colymar Tribe  . . . . . . . . . . . . .24
  copper warriors  . . . . . . . . . . . . .6
  Cosmic Dragon . . . . . . . . . .47-49
  Cosmic Machine
   . . . . . . . . . . .see Machine, the
  Coyote  . . . . . . . . . . . . . . . .28-29
  Creator (Esvulari) . . . . . . . .17-19
  Creator (Grazer)  . . . . . . . . . . .22
  Creator (Puma)  . . . . . .see SheHe
  Creator (Rokari)
   . . . . .see Invisible God, Makan
  Creator (Teshnos)  . .see Endi Varo
  Creator, Face of . . .see TarnGatHa
  Creatrix  . . . . . . . . . . . . . . . . . .36
  see also Sedenya
  Cronisper . . . . . . . . . . . .42,44-45
  Crusaders, the  . . . . . . . . . . . . .31
  Current of Life . . . . . . . . . . . . .64
  Currents, the  . . . . . . . . . . . . . .65
  Cycle, the  . . . . . . . . . . . . . .54-57
  Cyclical Power, the  . . . . . . . . .37
  Daga  . . . . . . . . . . . . . . . . . . . .27
  Dajanapol Rabur  . . . . . . . . . . .38
  Daka Fal  . . . . . . . . . . . . . . . . .4,7
  Dalar Rapoor Arguni  . . . . . . . .38
  Daliath . . . . . . . . . . . . . . . . . . .66
  Dance of the World  . . . . . . . . .58
  Danﬁve Xaron  . . . . . . . . . . . . .37
  Dar the Chieftain . . . . . . . . . . .35
  see also Orlanth
  Dara Happa . . . . . . . . .8,10-11,25
  Emperors of  . . . . . . . . . . .8,25
  Dara Happan Pantheon  . . . . . .11
  Dara Happans . . . . . . . . . . . .8-11
  Darjiini  . . . . . . . . . . . . . . . . .8,10
  Dark Eater . . . . . . . . . . . . . . . . .6
  Dark King, the . . . . . . . . . . . . .30
  dark men  . . . . . . . . . . . .see trolls
  Dark, the  . . . . . . .see DARKNESS
  Dark Time, the . . . . . . . . . . . . .22
  DARKNESS  . . .6,10,14,18-19,22,
  26,29,32,36,41,44,49,53,55,59,
  62,66
  see also Argan Argar, Dark Eater,
  Darkness Tribe, Deloradella,
  Enkreva, Kanvak, King of Below,
  Ky Gor, Kyger Litor, Night Tribe,
  Oshosopeth, Qualyorni, trolls,
  Underworld, Xentha
  Darkness of Silence  . . . . . . . . .27
  Darkness Tribe . . . . . . . . . . . . .26
  Daruda  . . . . . . . . . . . . . . . . . .49
  Dastal  . . . . . . . . . . . . . . . . .21,23
  Dawn Age  . . . . . . . . . . . . . . . .33
  Dawn of Time  . . . . . . . . . . . . .33
  Dawn, the  . . . . . . . . . . . . . .54,62
  Day of Closing, the  . . . . . . . . .17
  Day Tribe . . . . . . . . . . . . . . . . .14
  Dayzatar  . . . . . . . . . . . . . . . . .11
  Death Line . . . . . . . . . . . . . . . .34
  Death Sun . . . . . . . . . . . . . .59-60
  see also the Sun
  Decamony  . .see Nidan Decamony
  Dedra, the . . . . . . . . .see Praxians
  Deep Mothers, the  . . . . . . . . . .67
  Deep Sleep, the  . . . . . . . . . . . .51
  Deep, the  . . . . . . . . . . . . . .66-67
  Deeper . . . . . . . . . . . . . . . . . . .65
  Deezola  . . . . . . . . . . . . . . . . . .37
  Dehore  . . . . . . . . . . . . . . . .58,60
  Deloradella  . . . . . . . . . . . . . . .26
  see also Kyger Litor
  demons  . . . . . . . . . . . . . .7,11,22
  Den of Power Dreams  . . . . . . .50
  see also Spirit World
  Denbitos  . . . . . . . . . . . . . . . . .22
  Dendara  . . . . . . . . . . . . . . .10-11
  Desashema . . . . . . . . . . . . . . . .67
  Desert Wind  . . . . . . . . . . . . . . .5
  see also Storm Bull
  Deshkorgos  . . . . . . . . . . . . . . .11
  Devil, the  . . . . . . . . . . .6-7,32-33
  see also Chaos, Dez, Wakboth
  invisible spear . . . . . . . . . . . .6
  devils  . . . . . . . . . . . . . . . . .46,51
  Dez  . . . . . . . . . . . . . . . . . . . . .66
  see also the Devil
  diamond  . . . . . . . . . . . . . . . . .63
  diamondwarves  . . . . .see dwarves
  Diendimos  . . . . . . . . . . . . .64-65
  digijelm  . . . . . . . . . . . . .see trolls
  Dog Brother . . . . . . . . . . . . . . .51
  Dombain  . . . . . . . . . . . . . . . . .41
  Donandar  . . . .see Saint Donandar
  Doraddi, the  . . . . . . . . . . . .42-45
  see also Agimori
  Dormal  . . . . . . . . . . . . . . . . . .33
  see also Saint Dormal
  Dragon Emperor(s) . . . . . . .46-49
  see also Daruda, Godunya,
  Mikaday, Thalurzni, Vashanti,
  Vayobi, Yanoor
  Dragon Empire  . . . .see Kralorela
  Dragon Pass  . . . . . . .16,21,24,34
  King of  . . . . . . . . . . . . .34-35
  dragonewts  . . . . . . . . . . . . . . .21
  dragons . . . . . . . . . . .34,46,48-49
  drawthi  . . . . . . . . . . . . . . . . . .43
  dreamweed  . . . . . . . . . . . . . . . .4
  Drenamoro  . . . . . . . . . . . . . . .67
  see also Easharthlu, Golod,
  Phargon
  Dry Gods  . . . . . . . . . . . . . .66-67
  dryads  . . . . . . . . . . . . . . . . . . .57
  Dunstop . . . . . . . . . . . . . . . . . .34
  Durev the Farmer  . . . . . . . . . .35
  Dustbin, the . . . . . . . . . . . . . . .62
  dwarves  . . .10,22,30,34,41,49,54-
  55,58-63
  brass dwarves  . . . . . . . . . . .63
  broken dwarves  . . . . . . .62-63
  copper dwarves . . . . . . . . . .62
  diamondwarves  . . . . . . .62-63
  dwarf models  . . . . . . . . . . .62
  gold dwarves . . . . . . . . . . . .63
  iron dwarves  . . . . . . . . .61,63
  lead dwarves . . . . . . . . . . . .62
  quicksilver dwarves  . . . . . .62
  rock dwarves  . . . . . . . . .61-62
  silver dwarves  . . . . . . . . . . .63
  tin dwarves  . . . . . . . . . . . . .63
  Eagle Phoenix Emperor
   . . . . . . . . . . . . . . .see Metsyla
  Eamei  . . . . . . . . . . . . . . . . . . .67
  see also the Sun
  Earls’ Conclave, the  . . . . . . . . .16
  Earna  . . . . . . . . . .see Saint Earna
  EARTH  . . .11,15,22-23,27,32,41,
  45,53,56,66
  see also Bab, dwarves, Ernalda,
  Gata, Grandmother Earth, Imarja,
  Mostal, Orest, Oria, Yanmorla
  Earth, the . . . . . . . . . . . . .8,14,34
  Earth Eater  . . . . . . . . . . . . . . .49
  Earth Goddesses  . . . . . . . . . . .15
  Earth Tribe  . . . . . . . . . . . . . . .15
  Earth Witch . . . . . . . . . . . . . . .15
  Earth World . . . . . . . . . . . . . . .53
  Earthmaker . . . . . . . .see Korgatsu
  Eashailaseaool  . . . . . . . . . . . . .65
  see also Mournsea
  Easharthlu  . . . . . . . . . . . . . . . .67
  see also Drenamoro, Falamal,
  Flamal
  Ebe  . . . . . . . . . . . . .see Wild Man
  Edarad  . . . . . . . .see Saint Edarad
  Edzaroun . . . . . . . . . . . . . . . . .67
  see also Adzurana
  Eeshalmera  . . . . . . . . . . . . . . .67
  Eggarlodril . . . . . . . . . . . . . . . .11
  Ehilm  . . . . . . . . . .see Saint Ehilm
  Eight Silent Songs  . . . . . . . . . .15
  Eiritha  . . . . . . . . . . . . . . . . . .4-7
  Bison-Eiritha . . . . . . . . . . . . .4
  Elder Sister, the  . . . . . . . . . . . .54
  Elder Three  . . . . . . . .see Daliath,
  Framanthe, Sramake
  Elmal . . . . . . . . . . . . . . .13-14,26
  see also Saint Ehilm, the Sun
  Elmexdros the Warrior  . . . . . .10
  elves  . . .10,14,22,32,42,44,49,51,
  54-58,60,62
  see also embyli, mreli, murthi,
  vronkali, white elves
  embyli  . . . . . . . . . . . . . . . . . . .57
  see also elves
  Emperor of the Universe, the . .25
  see also Yelm
  Emperor, the . . . . . . . . . . . .14,26
  see also Dara Happa, Emperors of
  Emperor-cults, the  . . . . . . . . . .11
  Empress, the  . . . . . . . . . . . . . .48
  Endaralath  . . . . . . . . . . . . .65,67
  Endi Varo  . . . . . . . . . . . . . .39-41
  see also Somash Endi Varo
  Endless Sea, the . . . . . . . . . . . .14
  Endless Sun, the . .see Yu-Kargzant
  Enemy, the  . . . . . . .see Bright Eye
  Enimipol . . . . . . . . . . . . . . .51,53
  Enkreva  . . . . . . . . . . . . . . . . . .22
  Entra  . . . . . . .see Animal Mothers
  Entropy . . . . . . . . . . . . . . . .36,62
  see also Chaos
  Epikhor the Librarian  . . . . . . .13
  Erana Halfmoon . . . . . . . . . . . .37
  Ergnabs  . . . . . . . . . . . . . . . . . .58
  Ergnabs Clan  . . . . . . . . . . . . . .58
  Ergnabs’ Land  . . . . . . . . . . . . .58
  Erissa . . . . . . . . . . . . . . . . . . . .11
  see also White Lady
  Ermanthver . . . . . . . . . . . . .65,67
  Ernalda . . . .12-15,22,24-25,27,35
  the cut earth  . . . . . . . . . . . .21
  the Red Earth  . . . . . . . . . . .37
  Ernalda’s Home . . . . . . . . . .12,15
  Eron  . . . . . . . . . . . . . . . . . .54-56
  Erraibdavu the Hunter . . . . . . .10
  Errinoru’s New Forest  . . . . . . .55
  Erveria . . . . . . . . . . . . . . . . . . .12
  Eshalosash . . . . . . . . . . . . . . . .66
  Esiti, the . . . . . . . . . .see Old Ones
  Esra . . . . . . . .see Grain Goddesses
  Esrola  . . . . . . . . . . . . . . . . .12-15
  see also Animal Mothers, Grain
  Goddesses
  Esrolia  . . . . . . . . . . . . . . . .12,15
  Esrolians  . . . . . . . . . . . .12-15
  Essence World  . . . . . . . . . . . . .40
  Estei  . . . . . . . . . . . . . . . . . .21,23
  Esvulari  . . . . . . . . . . . . . . .16-19
  Esvuthil . . . . . . . . . . . . . . . . . . .8
  Eternal Swell, the . . . . . . . . . . .66
  Eternity  . . . . . . . . . . . . . . . . . .36
  Etyries  . . . . . . . . . . . . . . . .11,37
  Eurmal  . . . . . . . . . . . . . . . . . .27
  see also trickster
  The Examples of Karatch . .16,18-19
  exarchs  . . . . . . . . . . . . .46,48-49
  Excellent Palace of 
  Pleasant Reward . . . . . . .46,48
  Exiles, the  . . . . . . . . . . . . . . . .34
  see also Tarsh
  Ezkankekko  . . .see Only Old One
  Falamal . . . . . . . . . . . . . . . .54-56
  see also Easharthlu, First Tree,
  Flamal
  Falamal’s seed  . . . . . . . . . . .54
  False God, the  . . . . . . . . . . . . .53
  False Sun . . . . . . . . . . . . . . . . .22
  Falutha  . . . . . . . . . . . . . . . . . .44
  Fanadoimonora  . . . . . . . . . . . .65
  Far Uncle Fix Up . . . . . . . . . . .29
  Far World . . . . . . . . . . . . . .65-66
  Faranar  . . . . . . . . . . . . . . . .43,45
  Father Ocean . . . . . . .see Magasta
  Feathered Horse 
  Goddess  . . . .see La-Ungariant
  Feathered Horse Queen  . . .20-21
  Fethel Bav  . . . . . . . . . . . . . . . .12
  Fethloni  . . . . . . . . . . . . .see elves
  Fifth World  . . . . .see Underworld
  Filth Which Walks  . .see Vovisibor
  FIRE  . . . . . . .7,11,14,41,45,55,66
  see Balumbasta, Eshalosash,
  Kitapah, Oakfed, Lodril, Pamalt,
  Solf, Vestkarthen
  Fire Tribe . . . . . . . . . . . . . . . . .26
  ﬁreseed blessing, the  . . . . . . . .41
  First Ancestor  . . . . . . . . . . . . .14
  First Drinkers  . . . . . . . . . . .42,44
  First Flame  . . . . . . . . . . . . . . .38
  Keeper of  . . . . . . . . . . . . . .39
  y  y  y
  I N D E X
  y
  y
  y
  71
  
  First Four Companions . . . .52-54
  First Hoofprint  . . . . . . . . . . . .22
  First Litter, the . . . . . . . . . . . . .29
  First Mountain . . . . . . . . . . . . .48
  First Ocean  . . . . . . . . . . . . . . .48
  see also Zaramaka
  First People  . . . . . . . . . . . .52-53
  First Sacriﬁce, the  . . . . . . . . . .40
  First Tree  . . . . . . . . . . . . . . . . .55
  see also Falamal
  First Woman  . . . . . . . . . . . . . .36
  see also Sedenya
  Firstblood Tribe . . . . . . . . . . . .35
  Five Fiery Forms, the . .see Calyz,
  Furalor, Solf, Somash, Zitro Argon
  Five Stars Whip, the  . . . . . . . .20
  Fiwan  . . . . . . .see Old People, the
  Flamal  . . . . . . . . . . . . . . . . . . .14
  see also Easharthlu, Falamal
  Flamebridge . . . . . . . . . . . . . . .40
  Flower Bison Clan  . . . . . . . . . . .4
  Folorene  . . . . . . . . . . . . . . . . .22
  Font, the  . . . . . . . . . . . . . . . . .16
  Food Gods . . . . . . . .see Dry Gods
  Foundchild  . . . . . . . . . . . . . . . .7
  Founders  . . . . . . . . . . . . . . . . . .7
  see also Waha
  Bison Founder  . . . . . . . . . . .6
  Four Earth Powers . . . . . . . . . .52
  Four Hundred Sacred Races . . .49
  Four Vices, the  . . . . . . . . . . . .46
  Fourth World  . . . . . . . . . . .40-41
  Framanthe  . . . . . . . . . . . . . . . .66
  freeberry  . . . . . . . . . . . . . . . . . .4
  From Dark Tradition  . . . . . . . .37
  Fuknama  . . . . . . . . . . . . . . . . .46
  Furalor  . . . . . . . . . . . . . . . . . .41
  Furthest . . . . . . . . . . . . . . . . . .35
  Ga the Great Earth . . . . . . . . . .14
  see also Gata
  Gachi . . . . . . . . . . . . . . . . . . . .39
  Gardener, the . . . . . . . . . . . . . .54
  Gash  . . . . . . . . . . . . . . . . . . . .58
  Gata . . . . . . . . . . . . . . . .14,54-57
  Gata’s loam  . . . . . . . . . . . . .54
  Gbaji . . . . . . . . . . . . .32-33,59-60
  see also Arkat
  Gelerﬁeld . . . . . . . . . . . . . . . . .28
  Genert  . . . . . . . . . . . . . . . . . .5-6
  Gerlant  . . . . . . .see Saint Gerlant
  Geroin Foxrunner . . . . . . . .34,35
  Geroin’s Day  . . . . . . . . . . . . . .35
  Geroini Tribe  . . . . . . . . . . . . . .34
  ghosts  . . . . . . . . . . . . . . . . . . .46
  ghost herds . . . . . . . . . . . . . .6
  ghost winds  . . . . . . . . . . . .55
  Glacier  . . . . . . . . . . . . . . . .51,67
  see also Valind
  Glamour  . . . . . . . . . . . . . . . . .37
  Glorantha (goddess)  . . . . . . . .36
  Gloranthan Court  . . . . . . . . . .36
  gnomes  . . . . . . . . . . . . . . . . . .63
  gnydron . . . . . . . . . . . . . . . . . .65
  God Forgot  . . . . . . . . . . . . . . .17
  God Time  . . . . . . . . . . . . . .14,58
  see also Gods’ War,Golden
  Age,Great Darkness,Green Age
  God World  . . . . . . . . . . . . .29,40
  Goddess, the  . . . . . . .see Sedenya
  GODS . . . . . . . . . .18,29,32,40,52
  Gods of Light . . . . . . . . . . . . . .48
  Gods’ Age  . . . . . . . .see God Time
  Gods’ Wall, the  . . . . . . . . . . . .11
  Gods’ War  . . . . . . . . .15,24,27,37
  see also Great Darkness, Time of
  Struggles
  Godunya . . . . . . . . . . . . . . .46,49
  see also Dragon Emperor(s)
  Golden Age . . . . . . . . . . . . . .9,49
  Golden Bow  . . . . .see Brotherhood 
  of the Golden Bow
  Golden Dream, the  . . . . . . . . .31
  golden people  . . . . . . . . . . . . . .6
  goldeneye  . . . . . . . . . . . . . . . .23
  Golod  . . . . . . . . . . . . . . . . . . .67
  see also Drenamoro
  Gorakiki  . . . . . . . . . . . . . . . . .60
  Gore  . . . . . . . . . . . . . . . . . . . .58
  Grain Goddesses  . . . . . . . . . . .15
  Grand Place of Five 
  Front Doors  . . . . . . . . . . . .38
  Grandmother Earth . .45,50-51,53
  Grandmother Hide Tracks  . . . .29
  Grandmothers, the . . . . . . . . . .12
  Grasper  . . . . . . .see King of Below
  Grazelands  . . . . . . . . . . . . .20-22
  Grazers  . . . . . . . . . . . . .20-23
  Great Bear  . . . . . . . . . .see Rathor
  Great Darkness  . . . . . . . . . . . .15
  see also Dark Time, Great Winter,
  Hurt Time, Ice Age, Kazkurtum,
  Long Night, Stagnant Age
  Great Elder  . . . . . .see Zaramaka
  Great Glacier . . . . . . .see Glacier
  Great Grasslands  .see Greatlands
  Great Great Aunt Call Deer  . .29
  Great Horse  . . . . . . . . . . . . . .20
  Great Hunt, the  . . . . . . . . . . .29
  Great Pleasure, the  . . . . . . . . .29
  Great Spirit, the . . . .see Korgatsu
  Great Tree  . . . . . . . . . . . . .54,56
  Great Tribes  . . . . . . . . . . . . . . .4
  Great Winter  . . . . . .32,54,56-57
  see also Great Darkness, Ice Age
  Greatlands  . . . . . . . . . . . . . .4-6
  see also Prax
  Green Age  . . . . . . . . . . . . . . .14
  Green Oak Clan  . . . . . . . . . . .51
  Greyknoll Clan . . . . . . . . . . . .50
  Gringle . . . . . . . . . . . . . . . . . .25
  Grower. the . . . . . . . . . . . .54-57
  Growth (Principle of) . . . . . . .63
  Guan Li Chih . . . . . . . . . . . . .46
  Guardian Hills  . . . . . . . . . . . .21
  Guilmarn  . . . . . . . . . . . . .30-31
  Guilty and Innocent Magics  . .22
  gunpowder . . . . . . . . . . . . . . .62
  Halamalao . . . . . . . . . . . . .54-56
  see also the Sun
  Halisayan  . . . . . . . . . . . . . . . .49
  Hanjan  . . . . . . . . . . . . . . . . . .46
  Happy Herding Ground  . . . . . .6
  Harastos of the Salmon . . . . . .51
  Harrek  . . . . . . . . . . . . . . . . . .51
  Harst the Reeve  . . . . . . . . . . .13
  Harstar the Vile  . . . . . . . . . . .39
  Hastatus . . . . . . . . . . . . . . . . . .10
  He We Name Not . . . . . . . . . . .54
  Healed Gods (Lunar)  . . . . . . . .37
  Healer, the  . . . . . . . . . . . . . . . .54
  HeenMaroun  . . . . . . . . . . . . . .49
  Heler  . . . . . . . . . . . . . . . . . . . .27
  Hell . . . . . . . . . . . . . .14,23,59-60
  see also Underworld
  Hendreiki  . . . . . . . . . . . . . .16-17
  see also Orlanthi
  Henedra  . . . . . . . . . . . . . . .21,23
  Henird  . . . . . . . . . . . . . . . .21,23
  Henjarl  . . . . . . . . . . . . . . . . . . .8
  Heortland  . . . . . . . . . . . . . . . .16
  Heortlings . . . . . . . . . . . . . .24-27
  see also Orlanthi
  High King Elf, the  . . . . . . . . . .54
  see also Vronkal
  High Magic, the (Dara Happa) . .10
  Hiia Swordsman . . . . . . . . . . . .21
  Himile  . . . . . . . . . . . . . . . . . . .60
  Hingswell  . . . . . . . . . . . . . . . .30
  Hiyoei  . . . . . . . . . . . . . . . . . . .64
  Holy Country  . . . . . . . . . . . . .12
  holygrain . . . . . . . . . . . . . . . . . .4
  Hombobobom . . . . . . . . . . .58-59
  Home Magic  . . . . . . . . . . . . . .14
  HonEel  . . . . . . . . . . . . . . . . . .37
  Hoof-Dancer Clan  . . . . . . . . . .20
  Horned Man . . . . . . . . . . . . . .6-7
  horned men  . . . . . . . . . . . . .5
  Horse-and-Vulture  . . . . . . . . . .21
  House Urvakus . . . . . . . . . . . .8-9
  House Yerendesh  . . . . . . . . . . . .8
  Hrestol  . . . . . . . .see Saint Hrestol
  Hrestoli  . . . . . . . . . . . . . . . . . .31
  Hu Shen Gao  . . . . . . . . . . . . . .47
  Humakt  . . . . . . . . . . . . .13,26-27
  Hurt Time  . . . . . . . . . . . . . . . .58
  see also Great Darkness
  Hurtplace  . . . . . . . . . . . . . .58-59
  Husband-Protectors  . . . . . .13-14
  hyenas . . . . . . . . . . . . . . . . . . . .5
  Ice Age, the  . . . . . . . . . . . . . . .33
  see also Great Darkness, Great
  Winter
  Icerni Clan  . . . . . . . . . . . . . . .34
  Ignorance, Kingdom of
   . . . . .see Kingdom of Ignorance
  Ill Empire  . . . . . . . . . . . . . . . .42
  Imarja  . . . . . . . . . . . . . .12-13,15
  see also Our Good Friends
  Immanent Mastery, Path of  . . .49
  Immortal World . . . . . . . . . . . .36
  Imperial Commissariat, the  . . .46
  Imperial Dispatch of Truth and
  Enlightenment  . . . . . . . . . .47
  Individualism  . . . . . . . . . . . . .63
  Induppa . . . . . . . . . . . . . . . . . . .8
  Inganna . . . . . . .see Saint Inganna
  Inner Sea  . . . . . . . . . . . . . . . . .66
  Inner World . .see Earth World, Far
  World, Fourth World, Hurtplace,
  Mortal World, Seventh World
  Innocent Magics . . .see Guilty and
  Innocent Magics
  Inora  . . . . . . . . . . . . . . . . . . . .27
  y  y  y
  I N D E X
  y
  y
  y
  72
  
  Inspirations of Moonson
   . .see Glamour, HonEel, JarEel,
  Yara Aranis
  Instamiru . . . . . . . . . . . . . . . . .42
  Invisible God  . . . . . . . . .31-33,36
  see also Creator (Rokari), Makan
  invisible roads  . . . . . . . . . . . . .45
  Invisible World  . .see Spirit World
  Irdag the Black Bear  . . . . . .50,53
  Irgar the Grizzly  . . . . . . . . . . .53
  Irippi Ontor . . . . . . . . . . . . . . .37
  iron . . . . . . . . . . . . . . .4,58,61,63
  Iron Forts  . . . . . . . . . . . . . . . .47
  Ironhoof the Centaur  . . . . .20-21
  Isbarn . . . . . . .see Animal Mothers
  Ishaar . . . . . . . . . .see Saint Ishaar
  Iskalli Varmandsson . . . . . . . . .25
  Issaries  . . . . . . . . . . . . . . . .27,35
  see also Saint Ishaar
  Jakaboom  . . . . . . . . . . . . . .58,60
  Jakaleel  . . . . . . . . . . . . . . . . . .37
  Jaldon’s Wrong River  . . . . . . . .20
  Jardan . . . . . . . . . . . . . . . . .21-23
  JarEel . . . . . . . . . . . . . . . . . . . .37
  Jarsandron Ten-Herds  . . . . . . .20
  Jeset the Boatman  . . . . . . . . . .60
  Jmijie . . . . . . . . . . . . . . . . . . . .45
  jolanti  . . . . . . . . . . . . . . . . . . .63
  Jolar . . . . . . . . . . . . . . . . . . . . .42
  Josad . . . . . . . . . . . . . . . . . .21,23
  Joy  . . . . . . . . . . . . . . . . . . .17,33
  Kab Tolat Solf . . . . . . . . . .see Solf
  Kab Vanarana Sa  . . . . . . . . .38-39
  kakatarnu  . . . . . . . . . . . . . . . .42
  Kaltan’s Day . . . . . . . . . . . . . . .33
  Kanestal One-hand  . . . . . . . . .21
  Kanvak  . . . . . . . . . . . . . . . . . .22
  Karatch of Saint Aeol, the
   . .see The Examples of Karatch
  Kargzant  . . . . . . . . . . . . . . . . . .9
  see also the Sun, Yu-Kargzant
  Karrg  . . . . . . . . . . . . . . . . .58,60
  Karringorth Spotted Bear  . . . . .50
  Karvanyar the Dragonslayer . . .10
  Kastokus the Horseman . . . . . .10
  Kazkurtum  . . . . . . . . . . . . .10-11
  see also Great Darkness
  Kendamalar  . . . . . . . . . . . . . . .44
  see also Varama
  Kenkacho the Loyal Slave  . . . .21
  Keraun  . . . . . . . . . . . . . . . .44-45
  Keroﬁn  . . . . . . .see Mount Keroﬁn
  Keroﬁni tribes  . . . . . . . . . . . . .34
  see also the Exiles
  Kesteran River  . . . . . . . . . . . . . .8
  King of Above . . . . . . . . . . .52-53
  see also Powers of Above
  King of Below . . . . . . . . . . .52-53
  see also Powers of Below
  Kingdom of Ignorance  . . . . . . .47
  Kingdom of Splendor
   . . . . . . . . . . . . . .see Kralorela
  Kitapah . . . . . . . . . . . . . . . .55,57
  Kolat  . . . . . . . . . . . . . . . . . . . .27
  Korasting  . . . . . . . . . . . . . .58,60
  Korgatsu . . . . . . . . . . . . . . .52-53
  Kralorela  . . . . . . . . . . . .38,46-49
  Kralori . . . . . . . . . . . . . .46-49
  Ky Gor  . . . . . . . . . . . . . . . .55,57
  see also Deloradella, Kyger Litor
  Kyger Litor  .19,29,32,36,58-60,62
  see also Deloradella, Ky Gor
  Kyger Litor’s Womb . .see Korasting
  La-Ungariant  . . . . . . . . . . .22-23
  see also Charai, Estei, Henedra,
  Lereen
  Lady of the Wild  . . . . . . . . . . .23
  Land Goddesses . . . . . . . . . . . .57
  see also Gata
  Land of Broken Dreams, the . . .31
  Langamul  . . . . . . . . . . . . . . . .45
  “Last Optioneers”  . . . . . . . . . .17
  Last World  . . . . . . . . . .see Chaos
  Lereen . . . . . . . . . . . . . . . . .21,23
  Lesser Pilgrimage, the  . . . . . . .16
  Lhankor Mhy . . . . . . . . . . . . . .27
  see also Saint Ankormy
  Life  . . . . . . . . . . . . . . . . . . . . .15
  Lightbringers  . . . . . . . . . . .26-27
  see also Chalana Arroy, Eurmal,
  Issaries, Lhankor Mhy, Orlanth
  Lightson  . . . . . . . . . . . . . . . . .54
  Little Mandarins  . . . . . . . . . . .48
  Lodril  . . . . . . . . . . . . .8,10-11,21
  see also Vestkarthen
  Lodrili, the . . . . . . . . . . . .8,11
  Lokarnos  . . . . . . . . . . . . . . . . .11
  Long Night  . . . . . . . . . . . . .4,6-7
  see also Great Darkness
  Loon  . .see First Four Companions
  Losers  . . . . . . . . . . . . . . . . . . .31
  Lost Cousin Fix Wounds  . . . . .29
  ludoch  . . . . . . . . . . . . . . . .64-67
  Lunar Empire . . . . . . . . . .8,25,35
  Lunar Goddess  . .see Red Goddess
  Lunar Pantheon . . . . . . . . . . . .11
  Lunar Way  . . . . . . . . . . . . .36-37
  Lunars  . . . . . . . . . .9-10,16,34,56
  Machine, the . . . . . . . . . . . .61-63
  Maddrun Tribe . . . . . . . . . . . . .42
  Maelstrom, the . . . . .see Magasta’s
  Pool, Wachaza
  Magasta . .14,18,26,29,36,62,64-67
  Magasta’s Pool  . . . . . . . . . . . . .66
  Mairnali Har  . . . . . . . . . . . . . .39
  Majestic Horses Tradition  . . . .23
  Makan  . . . . . . . . . . . . . . . .31-33
  see also Creator (Rokari),
  Invisible God
  Maker, the  . . . . . . . . . .see Mostal
  Malfunctions . . .see Individualism,
  Octomonism, Openhandism,
  Vegetarianism
  Malkion  . . . . . . . . . . . . . . .31-33
  Malkionism  . . . . . . . . . . . . . . .33
  see also Aeolian Church, Hrestoli,
  Rokari
  Manthi and Natea  . . . . . . . . . .67
  Many, the . . . . . . . . . . . . . . . . .10
  see also the One
  Maran the Shaker . . . . . .13-15,27
  Maranaba . . . . . . . . . . . . . . . . .35
  Marazi, the  . . . . . . . . . . . . . . .38
  Marching Aldryami  . . . . . . . . .54
  Maregraze Vale  . . . . . . . . . .20-21
  Mastakos  . . . . . . . . . . . . . . . . .27
  Meeting Contest  . . . . . . . . . . .42
  Melib . . . . . . . . . . . . . . . . . . . .39
  merhendssh  . . . . . . . . .see ludoch
  mermen  . . . . . . . . . . . . . . .62,67
  see also gnydron, ludoch, malasp,
  murthi, ysabbau
  Metsyla  . . . . . . . . . . . . . . . . . .49
  Mikaday . . . . . . . . . . . . . . . . . .49
  Mirintha  . . . . . . . . . . . . . . .64-67
  Mirrorsea . . . . . . . . . . . . . . . . .29
  see also Choralinthor Bay
  Miyo  . . . . . . . . . .see Rice Mother
  Moirades  . . . . . . . . . . . . . . . . .34
  monsters  . . . . . . .10,14,22,26,35,
  42-43,53
  MOON  . .6,10,15,18,22,26,29,32,
  37,41,49,52,56,59,62,67
  see also Blue Moon, Desashema,
  False Sun, Moon Goddess, Natha,
  Red Moon, Rufelza, Sedenya
  Moon Bear . . . . . . . . . . . . . . . .37
  Moon Goddess  . .see Red Goddess
  Moonson  . . . . .see Inspirations of
  Moonson, Red Emperor
  morocanth . . . . . . . . . . . . . . . . .6
  Moroga  . . . . . . . . . . . . . . . . . .67
  Moroskolon  . . . . . . . . . . . . . . .43
  Mortal World . . . . . . . . . . . . . .36
  Most Ancient First Grandfather 
  and Grandmother  . . . . . . . .29
  Most Ancient First Shaman  . . .29
  Mostal . . . . .14,19,26,29,36,41,61
  Mother Ocean  . . . . . .see Triolina
  Mother of Beasts . . . . .see Eiritha,
  Enimopol
  Mount Keroﬁn  . . . . . . . . . .34-35
  Mournsea  . . . . . . . . . . . . . .64-65
  see also Eashailaseaool
  Moving Gods  . . . . . . . . . . .38-39
  mreli . . . . . . . . . . . . . . . . . .54,57
  see also elves
  Mud-Faced Traditions  . . . . . . .49
  Murharzarm  . . . . . . . . . . . . .9-11
  Murthdrya  . . . . . . . . . . . . . . . .67
  murthi  . . . . . . . . . . . . . . . . . . .57
  see also elves
  Nakala . . . . . . . . . . . . . . . . . . .59
  Nargan Desert  . . . . . . . . . . . . .44
  Narmeed Whirlvishbane  . . . . . .4
  Natea  . . . . .see Manthi and Natea
  Natha  . . . . . . . . . . . . . . . . . . .37
  see also Sedenya
  Necklace Council/Necklace of
  Pamalt  . . . . . . . . . . . . . .43-45
  Necropolis  . . . . . . . . . . . . .12-13
  Nestentos . . . . . . . . . . . . . . . . .67
  see also Oslira
  Nevala  . . . . . .see Animal Mothers
  New Gods (Lunar)  . . . . . . .36-37
  New Malkonwal . . . . . . . . . . . .31
  New Ocean, the  . . . . . . . . . . . .65
  Nidan Decamony . . . . . . . . . . .61
  Night Tribe  . . . . . . . . . . . . . . .14
  nightmares, realm of  . . . . . . . .53
  niiads . . . . . . . . . . . . . . . . . . . .66
  nilmergs  . . . . . . . . . . . . . . . . .63
  Nine Ancient Minerals . . . . . . .62
  Nine-Voiced Shrew, the  . . . . . .34
  Ninth Silent Scream . . . . . . . . .15
  Nochet . . . . . . . . . . . . . . . . . . .12
  Nontraya  . . . . . . . . . . . . . . . . .14
  North Post . . . . . . . . . . . . . . . .20
  Noruma . . . . . . . . . . . . . . . . . .45
  Noyelle  . . . . . . . . . . . . . . . . . .30
  Nyanka  . . . . . . . . . . . . . . . . . .45
  Oak of Vengeance  . . . . . . . . . .24
  Oakfed  . . . . . . . . . . . . . . . . . .6-7
  Oblivion  . . . . . . . . . . . . . . .54,56
  see also Chaos
  OCEAN/WATER  . .6,11,14,18,22,
  26,29,32,36,41,44-45,48,52,56,
  59,62,66-67
  see also Blue Moon, Eron,
  Magasta, Nyanka, Oslira, Rozgali,
  Sea Tribe, Tamakderu, Zaramaka
  Octamonism  . . . . . . . . . . . . . .63
  Odal . . . . . . . . . . . .see Saint Odal
  Okerio  . . . . . . . . . . . .see Allgiver
  Old Earth Alliance  . . . . . . . . . .12
  Old Gusty  . . . . . . . . .see Orlanth
  Old Lady  . . . . . . . . . . . . . . . . .50
  Old Man  . . . . . . . . . . . . . . .50,52
  Old Man of the Sea .see Drenamoro
  Old Man Varmand  . . . . . . . . . .24
  Old Ones, the  . . . . . . . .42,44-45
  Old People, the  . . . . . . . . . . . .44
  Ompalam . . . . . . . . . . . . . . . . .44
  One God, One King, 
  One Church  . . . . . . . . . . . .33
  One Water(s)  . . . . . . . . . . .64,67
  see also Magasta, Zaramaka
  The One Whose Name is 
  Forbidden . . . . . . . . . . . . . .18
  One, the  . . . . . . . . . . . . . . . . .10
  see also the Many
  Only Old One  . . . . . .12,14,16,60
  Ooaliralia . . . . . . . . . . . . . . . . .67
  Ooshosopesh  . . . . . . . . . . . . . .66
  Openhandism  . . . . . . . . . . . . .63
  Opening, the  . . . . . . . . . . . . . .32
  see also Closing, the
  Orane  . . . . . . . . . . . . . . . . . . .35
  Orenra the Blue Bear  . . . . . . . .53
  Orest  . . . . . . . . . . . . . . . . . . . .23
  Oria . . . . . . . . . . . . . . . . . . . . .11
  Orlanatus  . . . . . . . . . . . . . . .9-10
  see also Orlanth
  Orlanatus tribes  . . . . . . . . . .9
  Orlanth  . . .13-14,16,18,22,24-27,
  29,35-36,49,56,59
  see also Dar the Chieftain,
  Orlanatus
  Orlanthi . . . . . . . . . . . . . . . . . .21
  see also Hendreiki, Heortlings
  Orlev of the Eye-spear  . . . . . . .25
  Orleving Clan  . . . . . . . . . . . . .25
  Orventili  . . . . . . . . . . . . . . . . .12
  Oslira/Oslir River  . . . . . . . . .8,11
  see also Nestentos, Oslir River
  Osserelta  . . . . . . . . . . . . . . . . .67
  see also Glacier, Valind
  Otter  . .see First Four Companions
  Our Father  . . . . .see Red Emperor
  Our Good Friends  . . . . . . . . . .14
  see also Imarja
  y  y  y
  I N D E X
  y
  y
  y
  73
  
  Ovansharu, the  . . . . . . . . . . . .38
  Overdruva  . . . . . . . . . . . . . . . .14
  Palace of Eternal Light . . . . . . .49
  Pamalt . . . . . . . . . . . .42-45,55,62
  Pamaltela . . . . . . . . . . . . . . . . .42
  Paps, the . . . . . . . . . . . . . . . . .4-5
  Paslac the Ruler . . . . . . . . . . . .33
  Pasos  . . . . . . . . . . . . . . . . . . . .30
  Pastures of the Endless Sun  . . .22
  Peace Rugs  . . . . . . . .see Orventili
  Peaceful Cut  . . . . . . . . . . . .4,6-7
  Peaceful Passage  . . . . . . . . .16-18
  Pelora  . . . . . .see Grain Goddesses
  Peloria . . . . . . . . . . . . . . . . . . . .9
  see also Lunar Empire
  Pennel  . . . . . . . . . . . . . . . . . . .12
  People of the Trees  . . . . .see elves
  Perun . . . . . . . . . . . . . . . . . . . .37
  Pharandros  . . . . . . . . . . . . . . .34
  Pharaoh . . . . . . . . . . .12,14,16,65
  Phargon  . . . . . . . . . . . . . . .64-67
  see also Drenamoro
  Pinugia the Protectress . . . . . . .37
  Plain of Ten Thousand Tribes . .42
  Plan, the . . . . . . . . . . . . . . .61-62
  Plant Brothers  . . . . . . . . . . . . .56
  PLANT LIFE . . .6,10,14,18,22,26,
  29,32,36,41,44,49,52,56,59,62-
  63,67
  see also Aldrya, elves, Falutha,
  Flamal, Murthdrya, Plant Tribe,
  Vegetarianism
  Plant Tribe . . . . . . . . . . . . . . . .26
  Pocharngo  . . . . . . . . . . . . . . . .44
  Potential  . . . . . . . . . . . . . . . . .55
  Powers of Above  . . . . . . . . . . .52
  see also King of Above
  Powers of Below  . . . . . . . . . . .52
  see also King of Below
  Pralorela  . . . . . . . . . . . . . . . . .25
  Prax  . . . . . . . . . . . . . . . . . . .7,21
  see also Greatlands
  Praxians . . . . . . . . . . . . . .5,22,47
  see also Bison People, Great
  Tribes, morocanth
  Prophecies . .17,31,35,40,51,55,65
  Protectors, the . . . . . . . . . . .55,57
  Protectresses, the  . . . . . . . . . . . .7
  see also Eiritha
  Pubnashap  . . . . . . . . . . . . .38,41
  Puma People . . . . . . . . . . . .28-29
  Pure Horse People . . . . . . . .20,22
  see also Grazers
  Qualyorni  . . . . . . . . . . . . . . . .44
  Raibanth  . . . . . . . . . . . . . . . . . .8
  Rasout  . . . . . . . . . . . . . . . .42,45
  Rastorlanth  . . . . . . . . . . . . . . .24
  Rathor  . . . . . . . . . . . . . . . .51-53
  Rathori  . . . . . . . . . . . . .50-53
  Reaching Moon  . .see Yara Aranis
  Rebel Gods  . . . . . . . .10-11,20,49
  Red Emperor . . . . . . . .9,25,34,37
  Red Fish  . . . . . . . . . . . . . . . . . .8
  Red Goddess  . . . . . . .10,35,37,67
  see also Sedenya
  Red Moon  . .8,15,24,36-37,41,49,
  51,62-63,67
  see also Rufelza, Sedenya
  Red Moon Goddess
   . . . . . . . . . . .see Red Goddess
  Redalda the Horse  . . . . . . . . . .13
  Revered Ancestors’ Day  . . . . . .47
  Rice Mother  . . . . . . . . . . . .48-49
  Right Footpath, the  . . . .42,44-45
  Rikard Tigerhearted  . . . . . . . . .16
  Ring of Women, the . . . . . . . . .12
  Rites of Darkness, the  . . . . . . .12
  River of Broken Laws, the  . . . .31
  River of the Old Woman’s 
  Laughter  . . . . . . . . . . . . . . .51
  River of the Rainbow Trout  . . .54
  River People, the  . . . . . . . . . . .22
  Rokar  . . . . . . . . . . . . . . . . .31-33
  Rokari . . . . . . . . . . . .17,30-33
  Rozgali  . . . . . . . . . . .13-14,65,67
  Rufelza  . . . . . . . . . . . . . . . .36-37
  see also Red Moon, Sedenya
  Rufus Script  . . . . . . . . . . . . . . .37
  Sagittus  . . . . . . . . . . . . . . . . . .10
  Saint Aeol . . . . . . . . . . . . . .16-19
  see also Aeolian Church
  Saint Ankormy  . . . . . . . . . .17,19
  see also Lhankor Mhy
  Saint Bartath  . . . . . . . . . . . .17,19
  see also Barntar
  Saint Bran  . . . . . . . . . . . . . . . .17
  see also Gustbran
  Saint Chalarn  . . . . . . . . . . .17,19
  see also Chalana Arroy
  Saint Donandar  . . . . . . . . . . . .17
  Saint Dormal  . . . . . . . . .17,30-31
  see also Dormal
  Saint Earna  . . . . . . . . . . . . .17,19
  see also Ernalda
  Saint Edarad  . . . . . . . . . . . . . .33
  Saint Ehilm . . . . . . . . . . . . .17,19
  see also Elmal
  Saint Gerlant . . . . . . . . . . . .31,33
  Saint Hrestol  . . . . . . . . . . . . . .33
  Saint Inganna  . . . . . . . . . . .16-17
  see also Vinga
  Saint Ishaar . . . . . . . . . . . . .17,19
  see also Issaries
  Saint Odal  . . . . . . . . . . . . . . . .17
  Saint Talor  . . . . . . . . . . . . . . . .31
  Saint Taurox  . . . . . . . . . . . .17,19
  see also Urox
  Saint Worlath  . . . . . . . . . . .16-19
  see also Orlanth
  Saint Xemela  . . . . . . . . . . . . . .33
  Salt Point  . . . . . . . . . . . . . .16,17
  Sartar (King) . . . . . . . . . . . .21,24
  Sartar, House of  . . . . . . . . . . . .25
  Sartar, Kingdom of 16,21,24,34-35
  Sartarites . . . . . . . . . . . . . . .22,35
  Scarlet Crown Coral Clan  . . . .64
  scorpion men . . . . . . . . . . . . . . .5
  Sea Tribe  . . . . . . . . . . . . . . . . .14
  sea trolls  . . . . . . . . . . . . . . . . .65
  Second Cousin Blinding . . . . . .29
  Secret Waters . . . . . . . . . . . . . .49
  Sedenya  . . .10,15,26,29,36-37,41
  see also Creatrix, First Woman,
  Moon Goddess, Natha, Red
  Goddess, Red Moon, Rufelza,
  Teelo Estara
  Sekever  . . . . . . . . . . . . . . . . . .49
  Seolinthur . . . . . . . . . . . . . .66-67
  Sera Veren  . . . . . . . . . . . . . . . .39
  Serelaloon  . . . . . . . . . . . . . . . .49
  Seruvar  . . . . . . . . . . . . . . . . . .66
  Seseine . . . . . . . . . . . . . . . . . . .44
  Seshnegi . . . . . . . . . . . .see Rokari
  Seshnela  . . . . . . . . . . . . . . . . .33
  Kingdom of . . . . . . . . . . . . .30
  Seven Beaver Pelts, the . . . . . . .25
  Seven Clay Pot and 
  Spoon shrines  . . . . . . . . . . .12
  Seven Mothers  . . . . . . . . . . . . .37
  see also Yanafal Tarnils
  Seven Sacred Ancestresses . .59-60
  see also Boztakang, Hombobobom,
  Jakaboom, Karrg, Korasting
  Seven Winds  . . . . . . . . . . . . . .27
  Seventh Cube, the  . . . . . . . . . .35
  Seventh Part/Soul . . . . . . . . . . .37
  Seventh World . . . . . . . . . . . . .67
  Seyotel  . . . . . . . . . . . . . . . .55,57
  see also Aldrya, Song of
  Shadow Cancer  . . . . . . . . . . . .49
  Shadow Plateau  . . . . . . . . . . . .12
  Shan Shan Mountains  . . . . . . .46
  Shang-hsa-may-his-name-
  be-cursed  . . . . . . . . . . . . . .49
  Shargash  . . . . . . . . . . . . .8,10-11
  Shavaya  . . . . . . . . . . . . . . . . . .49
  “She Who Waits” . . . . . . . . . . .37
  SheHe  . . . . . . . . . . . . . . . . . . .29
  Sheng Seleris  . . . . . . . . . . . . . .41
  Shoanariis . . . . . . . . . . . . . .64,67
  Sikasso . . . . . . . . . . . . . . . . . . .42
  Sikkanos  . . . . . . . . . . . . . . . . .44
  Silent Caverns  . . . . . . . . . . . . .15
  Silent Stalker  . . . . . . . . . . .51-53
  Single Uncle Climber . . . . . . . .29
  Six and Seven Secrets,
  Goddess of  . . . . . .see Ana Gor
  Sixth World  . . . . . . . . .see Chaos
  Skull Bat Clan  . . . . . . . . . . . . . .4
  skullbush . . . . . . . . . . . . . . . . . .4
  SKY  . . . . . . . . .11,14,41,45,53,60
  see also Cronisper, Dayzatar,
  King of Above, Sky Tribe, Xentha,
  Zitro Argon
  Sky, the  . . . . . . . . . . .10,14,22,49
  Sky Bow Clan  . . . . . . . . . . . . .21
  Sky Dome  . . . . . . . . . . . . . . .8,11
  Sky Gods/Tribe  . . . . . . . . . .14,48
  Sky Realm/World  . . .11,21-23,53
  sky-spears  . . . . . . . . . . . . . . . . .6
  Snow Queen  . . . . . . . . .see Inora
  Sofali  . . . . . . . . . . . . . . . . . . . .38
  Solace  . . . . . . . . . . . .17,18,31-33
  Solf  . . . . . . . . . . . . . . . . . . .39,41
  Besdi Solf Du  . . . . . . . . . . .39
  Kab Tolat Solf  . . . . . . . . . . .39
  Somash . . . . . . . . . . . . . . . .38-41
  see also the Sun
  Alen Somash Sa . . . . . . . . . .39
  Flames of  . . . . . . . . . . . . . .38
  Somash Endi Varo  . . . . .39-40
  Somash Hero Madoro  . . . . .39
  Somash Ji  . . . . . . . . . . . . . .39
  Somash Maharaj, the . . . . . .40
  Somash Mimi . . . . . . . . .38-39
  Somash Neran Bas . . . . . . . .39
  Somash Veren  . . . . . . . . . . .39
  Somash Vindinaran . . . . . . .39
  Song, the . . . . .see Aldrya, Song of
  SORCERERS . . .6,10,15,18,22,26,
  29,36-37,40,44,49,52,56,59-60,
  62,67
  see also Arkat Kortagi, Cerise
  Church, Malkion, Moroga,
  Thalurzni, Zistor, Zzabur
  sorcery  . . . . . . . . . . . . . .42,51,60
  Sorcery World . .see Essence World
  Soul Furnace  . . . . . . . . . . . . . .41
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  Soul Winds  . . . . . . . . . . . . . . . .7
  South Gate . . . . . . . . . . . . . . . . .8
  Spider Dance  . . . . . . . . . . . . . .53
  Spider Woman . . . . . . . . . . . . .53
  Spirit Giants  . . . . . . . . . . . . . .5-6
  Spirit Giants’ Palace  . . . . . . .7
  Spirit World  . . . . . .6,37,40,50,67
  see also Breath World, Den of
  Power Dreams
  SPIRITS  . .7,10,15,18,26-27,29,32,
  36-37,45,49,53,56,59-60,62,67
  see also Dehore, Denbitos, Drena-
  moro, Earth Witch, Horned God,
  Jakaleel, Kolat, Most Ancient First
  Shaman, Noruma, Plant Brothers,
  Rathor
  spirits . .4-7,10,21-22,35-36,42,44,
  46,49,52,56,58-60,67
  see also ghosts, Spirit Giants
  bat spirits  . . . . . . . . . . . . . . .4
  brain worm spirits  . . . . . . .50
  darkness spirits . . . . . . . . . .53
  of the dead . . . . . . . . . . . .7,53
  Hunting Spirits  . . . . . . . . . .23
  jungle spirits . . . . . . . . . . . .39
  Light spirits  . . . . . . . . . . . .21
  spirit wolves  . . . . . . . . . . . . .7
  Spirits of the Great . . . . . . . . . .55
  Spotted Cubs, the  . . . . . . . . . .29
  sprites  . . . . . . . . . . . . . . . . . . .57
  see also aldryami
  Sramake . . . . . . . . . . . . . . . . . .66
  Sshalorgesh  . . . . . . . . . . . . . . .67
  Stagnant Age  . . . . . . . . . . . . . .15
  see also Great Darkness
  Stagnant Empire  . . . . . . . . . . .14
  Stagnation  . . . . . . . . . . . . . . . .65
  see also Chaos
  Star Permutator  . . . . . . . . . . . .49
  Starkval the Huscarl . . . . . . . . .35
  Still Ocean, the  . . . . . . . . . . . .66
  STONE  . . .10,14,19,22,26,29,36,
  49,55,59
  see also Akem, dwarves, Mostal,
  Stone (god), Stone Tribe
  Stone (god)  . . . . . . . . . . . . . . .14
  Stone Tribe  . . . . . . . . . . . . .14,26
  STORM/AIR . .6-7,10,14,18,22,27,
  29,32,36,41,44-45,49,53,56,59,
  62,67
  see also Baraku, Eeshalmera,
  Keraun, Orlanatus, Orlanth, Rebel
  Gods, Saint Worlath, Sikkanos,
  Storm Bull, Storm Tribe, Uoshalma,
  Wild Hunter, Wingkoalad
  Storm Bull  . . . . . . . . . . . . .4-7,27
  see also Desert Wind, Saint
  Taurox, Urox
  Storm Tribe . . . . . . . . . . . . .14,35
  Student Body, the . . . . . . . . . . .33
  Subere  . . . . . . . . . . . . . . . .59-60
  Suchara  . . . . .see Grain Goddesses
  Summer Land Heaven  . . . . . . .49
  SUN  . .6,11,14,18,22-23,26,29,32,
  36,41,44,53,56,59,62,67
  see Antirius, Bright Eye, Bright
  Treasure, Eamei, Elmal, False
  Sun, Fire Tribe, Halamalao,
  Kargzant, Somash, the Sun,
  Varama, Yelm, Yu-Kargzant
  Sun, the . . . .7,11,20,22,25-26,29,
  40,49-50,58-60,62
  see also Antirius, Bright Eye,
  Bright Treasure, Eamei, Elmal,
  Halamalao, Kargzant, Somash,
  Varama, Yelm, Yu-Kargzant
  Sun Bells, the . . . . . . . . . . . . . .22
  Sun Dome Temple  . . . . . . . . . .20
  Sun Emperor  . . . . . . . . . . . . . .48
  Sun Ring Clan  . . . . . . . . . . . . .21
  Sunrise Rituals, the  . . . . . . . . .46
  Sunspear  . . . . . . . . . . . . . . . . .11
  Survival Covenant  . . . . . . . . . . .6
  Survival Tricks . . . . . . . . . . . . . .4
  Swimming Eagle
   . . . .see First Four Companions
  Sword and Helm War . . . . . . . .12
  swords-and-shields  . . . . . . .25,35
  Tada’s Tears  . . . . . . . . . . . . . . . .4
  Takenegi  . . . . . . .see Red Emperor
  Taker, the  . . . . . . . . . . . . . .54-57
  Talor  . . . . . . . . . . .see Saint Talor
  Tamakderu  . . . . . . . . . . . . . . .44
  Tamar  . . . . . . . . . . . . . . . . . . .23
  Tara  . . . . . . . . . . . . . . . . . . . . .23
  TarnGatHa  . . . . . . . . . . . . .48-49
  Tarnils  . . . . . . .see Yanafal Tarnils
  Tarsh  . . . . . . . . . . . . . . .21,34,37
  see also the Exiles
  Tarshites  . . . . . . . . . . . .34-37
  Taurox  . . . . . . . .see Saint Taurox
  Teelo Estara  . . . . . . . . . . . . . . .37
  see also Sedenya
  Teelo Norri  . . . . . . . . . . . . . . .37
  Ten Gods of War, the  . . . . . . . .10
  Ten Sons and Servants  . . . . . . .11
  Ten Step Ziggurat of Yelm  . . . . .9
  Teshnans . . . . . . . . . . . . . . .38-41
  Teshnos  . . . . . . . . . . . . . . . . . .40
  Thalurzni . . . . . . . . . . . . . . . . .49
  Thanz  . . . . . . . . . . . . . . . . . . .51
  Theoblanc . . . . . . . . . . . . . .32-33
  Third Eye Blue . . . . . . . . . . . . .51
  Third Portion of Being . . . . . . .66
  Third Uncle Carver  . . . . . . . . .29
  Tholaina  . . . . . . . . . . . . . . .65,67
  thornbush  . . . . . . . . . . . . . . . . .6
  Three Friends, the  . . . . . . . . . .29
  Three Gold Pig Canton  . . . . . .46
  Three Good Friends . . . . . . . . .27
  Three Worlds . . . . . . . . . . . . . .40
  see also Essence World, God
  World, Spirit World
  Thunder Brothers  . . . . . . . . . .25
  Time of No Zitrs  . . . . . . . . . . .41
  Time of Struggles . . . . . . . . . . .67
  see also Gods’ War
  Titans, the  . . . . . . . . . . . . . . . .66
  Togaro Ocean . . . . . . . . . . . . . .67
  Tolat  . . . .see Solf (Kab Tolat Solf)
  Torang  . . . . . . . . . . . . . . . . . . . .8
  Triarchy of All Waters
   . . .see Magasta, Manthi, Natea
  Triarchy of the Eastern Waters
   . .see Endaralath, Ermanthver, 
  Togaro Ocean
  Tribe of Chaos . . . . . . . . . . . . . .36
  trickster  . . . . . . . . . . . . .45,50-53
  Trigora  . . . . . . . . . . . . . . . .55,57
  see also Ty Kora Tek
  Triolina  . . . . . . . . . . . . .64,66-67
  Tripolis, the  . . . . . . . . . . . . . . . .8
  see also Alkoth, Raibanth,
  Yuthuppa
  Troll Woods . . . . . . . . . . . . . . .17
  trolls . . .10,12,17,19,21-22,25-26,
  29,32,44,54-56,58-60,62
  see also sea trolls
  Turtle . .see First Four Companions
  Two Great Gold Rings, the . . . .24
  Two-Hook Bandits  . . . . . . . . . .17
  Ty Kora Tek  . . . . . . . . . .13-15,27
  see also Trigora
  Udam Bagur . . . . . . . . . . . . . . .48
  Ulkamoon  . . . . . . . . . . . . . . . .10
  Umath  . . . . . . . . . . . . . . . .26-27
  Umathsons  . . . . . . . . . . . . .26
  Uncle Strong  . . . . . . . . . . . . . .29
  Uncolings  . . . . . . . . . . . . . . . .51
  Underworld  . .10-11,20,29,40-41,
  59-60
  see also Hell, Wonderhome
  Unworld  . . . . . . . . . . . .see Chaos
  Uoshalma  . . . . . . . . . . . . . .65-67
  Uralda  . . . . . .see Animal Mothers
  Uranaroon Mashadoroon  . . . . .38
  Urox  . . . . . . . . . . . . . . . . . . . .27
  see also Storm Bull
  Urvairinus the Conqueror . . .8,10
  Urvakus . . . . . .see House Urvakus
  Usara . . . . . . .see Grain Goddesses
  Uumaferios  . . . . . . . . . . . . . . .67
  uzko . . . . . . . . . . . . . . . .see trolls
  Vai Madar Sa  . . . . . . . . . . . . . .39
  Valaring Clan . . . . . . . . . . . . . .35
  Valind  . . . . . . . . . . . . . . . . . . .27
  see also Glacier, Osserelta
  Vaneekara  . . . . . . . . . . . . . . . .60
  Vangono  . . . . . . . . . . . . . . . . .45
  Vanish Rib-Crusher  . . . . . . . . . .4
  Vankamant the Hoplite . . . . .8-10
  Varadis, Queen  . . . . . . . . . . . .12
  Varama  . . . . . . . . . . . . . . . . . .44
  Varmandi Clan  . . . . . . . . . .24,25
  Varstapoor  . . . . . . . . . . . . . . . .35
  Vashanti  . . . . . . . . . . . . . . .47,49
  Vayobi  . . . . . . . . . . . . . . . . . . .49
  Vegetarianism  . . . . . . . . . . . . .63
  Velit Maniz  . . . . . . . . . . . . . . .39
  vendref  . . . . . . . . . . . . . . . .20-22
  Venst Voloi  . . . . . . . . . . . . . . .22
  Veratha  . . . . . . . . . . . . . . . .54,57
  see also Voria
  Vestkarthen  . . . . . . . . . .13-14,27
  see also FIRE
  Vinga  . . . . . . . . . . . . . . .12-15,27
  see also Saint Inganna
  Vizel  . . . . . . . . . . . . . . . . . .16-17
  Voice of Mother Earth, the . . . .54
  Void, the  . . . . . . . . . . . . . . . . .66
  see also CHAOS
  Vonlath  . . . . . . . . . . . . . . . . . . .8
  Voria  . . . . . . . . . . . . . . .13,15,27
  see also Veratha
  Voriof  . . . . . . . . . . . . . . . . . . .35
  Voudisea the Lance Goddess  . .13
  Vovisibor . . . . . . . . . . . . . . .42,44
  Vronkal  . . . . . . . . . . . . . . . . . .57
  see also High King Elf, the
  vronkali . . . . . . . . . . . . . . . . . .57
  see also elves
  Wachaza  . . . . . . . . . . . . . . .65,67
  Waertag  . . . . . . . . . . . . . . . . . .31
  Waertagi  . . . . . . . . . . . . . . .31
  Waha  . . . . . . . . . . . . . . . . . . .5-7
  Wakboth  . . . . . . . . . . . . . . . . .27
  see also the Devil
  War Dragon  . . . . . . . . .see Vayobi
  Water Tribe  . . . . . . . . . . . . . . .26
  “We Are All Us” . . . . . . . . . . . .37
  Web of Righteous Knowledge
   . . . . . . . . . . . . . . . . . . .47,49
  White Bear . . . . . . . . . . . . . . . .51
  white elves . . . . . . . . . . . . . . . . .6
  see also elves
  White Faces . . . . . . . . . . . . . . .17
  White Lady  . . . . . . . . . . . . . . .11
  see also Chalana Arroy, Erissa
  White Princess . . . . . . . .see Inora
  Wild Hunter  . . . . . . . . . . . . . .4,7
  Wild Man  . . . . . . . . . . . . . .48-49
  Wingkoalad  . . . . . . . . . . . . . . .22
  Wolf Brothers  . . . . . . . . . . . . .29
  Wolf Pirates . . . . . . . . . . . . . . .17
  Women’s Circle  . . . . . . . . . . . .42
  Wonderhome  . . . . . . . . . . .59-60
  see also Underworld
  Woodland of the Bear  . . . . . . .50
  Works of Chal . . . . . . . . . . . . . .40
  see also Chal the Wise
  Worlath . . . . . . .see Saint Worlath
  World Machine  . .see the Machine
  Xemela . . . . . . . .see Saint Xemela
  Xentha . . . . . . . . . . . . . .18,58-60
  Xiola Umbar  . . . . . . . . . . . . . .60
  Yanafal Tarnils  . . . . . . . . . .10,37
  Yanmorla  . . . . . . . . . . . . . .44-45
  Yanoor . . . . . . . . . . . . . . . . . . .49
  Yara Aranis  . . . . . . . . . . . . . . .37
  Year Fathers  . . . . . . . . . . . .12,15
  yellow-bellied giant, the . . . . . . .6
  Yelm . . . . .8-11,18,22,26,29,36,56
  see also Antirius, the Sun
  Avatar of . . . . . . . . . . . . . . . .9
  Righteous Gaze . . . . . . . . . .10
  Ten Masteries of  . . . . . . . . . .9
  Yelm’s Ziggurat  . . . . . . . . . .10
  Yelmgatha the Hero  . . . . . . . . .10
  Yerendesh  . . .see House Yerendesh
  ysabbau  . . . . . . . . . . . . . . . . . .65
  Yu-Kargzant  . . . . . . . . . . . .20-23
  see also Dastal, Henird, Jardan,
  Josad, Kargzant
  Yuthuppa . . . . . . . . . . . . . . . . . .8
  Zanozar  . . . . . . . . . . . . . . . . . .41
  Zaramaka  . . . . . . . . . . . . . .66-67
  Zistor . . . . . . . . . . . . . . . . . . . .15
  Zitro Argon  . . . . . . . . . . . . . . .41
  Zong . . . . . . . . . . . . . . . . . .58,60
  Zorak Zoran  . . . . . . . . . . . . . .60
  Zzabur  . . . . . . . . . . . . . . . .31,33
  Zzaburites . . . . . . . . . . . . . .31
  Zzabur’s Curse  . . . . . . . . . . . . .31
  see also the Closing
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  76
  HeroQuest, Roleplaying in Glorantha, is the culmination of twenty-seven years of creation and
  vision. Designed by noted game designers Robin D. Laws and Greg Stafford, it is a game of
  dramatic play and rich interaction with the world and myths of Glorantha. HeroQuest con-
  tains full rules for roleplaying in Glorantha, including a running narrative example of play,
  complete information on four magic systems, rules for heroquesting in the Otherworld, an
  introduction to Glorantha, three sample hero bands, and four adventures for new heroes.
  The book contains a wealth of information about the world and peoples of Glorantha, from
  the mysteries of the Puma People to the magic secrets of Lanbril the Thief, from the cult
  of Argar Argan (the Man Who Talks to Trolls) to the mighty demon Umbarong, who exists
  only for destruction.
  A Game of Discovery
  Foreigners surge into your homeland. Monsters roam the land-
  scape. Empires rise and fall, and life itself hangs in the balance.
  How will you deal with the end of the world?
  A Game of Adventure
  Adventure into the myths and conﬂicts of this ancient, magical
  world and make it your home. Gather your companions and
  gain the support of nations. Quest to become a hero of legend.
  What will you do when the Old World changes?
  A Game of Heroes
  The old ways no longer work, and you must ﬁnd the new ways
  that will. When demons shatter their bonds, when the oceans
  rise, when the sky falls, what will you do to make a difference?
  Where will you be when the Hero Wars start?
  These are heroic times,
  and heroic times call for desperate measures.
  HeroQuest, Roleplaying in Glorantha, is available from ﬁne retail gaming stores
  everywhere and online from www.warehouse23.com.
  Visit on at our website at www.HeroQuest-rpg.com,
  where you can discover more about HeroQuest and Glorantha.
  
SOURCE: textdata/thevault/Runequest and Glorantha (d100)/RuneQuest (d100) [multi]/HeroQuest/HeroQuest - Voices.pdf