Introduction to Glorantha

Magic and Religion

originally published in Runequest (3rd edition)

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Table of Contents

Magic and Religion

Pantheons and Arrays of Gods

Gods are real in Glorantha, and though not always accepted, they are certainly acknowledged. Strong deities lead others less powerful than themselves; such groupings are called pantheons. The pantheons given here include only better-known members.

Those groups called arrays are not formal pantheons, though a worshiper of one of the gods frequently worships (and respects) other gods in the group.

The Major Pantheons and Arrays of Glorantha are:

Go to: The Sky Gods
Go to: The Storm Gods
Go to: The Earth Gods
Go to: The Sea Gods
Go to: Gods of Hell and Night
Go to: The Lunar Gods
Go to: The Nomad Gods
Go to: Primitive Gods
Go to: Some Chaotic and Evil Gods
Go to: The Malkioni

For more information on these and other pantheons, see Pantheons of Glorantha

For more information on these deities, see various Prosopaedia entries.

The Sky Gods

Sun worship, which includes most of the gods below, is most prominent in Genertela, being spread across Peloria and is the most common form of worship for the nomads of Pent. The Kralorelan Empire also supports much sky worship and the lands of Teshnos, between Trowjang and the Wastelands, is devoted to religious rule through a committee of fire priests. In some jungles of Pamaltela, Yelm is nearly as important as Aldrya among the elves, and in Fonrit the sky gods are the ruling religion for many small states. Most of the East Isles as well as the land of Vormain are devoted to various aspects of sky god worship.

The Sky Gods Pantheon

Yelm: Sun God and Emperor
Dayzatar: holy and aloof sky god
Lodril: father of peasants and volcanos
Dendara: the good goddess, wife of Yelm
Chalana Arroy: the healer
Lokarnos: god of wagons and trade
Pole Star: god of war, armies, and dance
Yelmalio: frontier god
Hyalor: famous hero, now god of horsemen
Ourania: virgin mistress of Heaven
Nysalor: god of illumination

For more information on the worshipers of the Yelm Pantheon and other people of Peloria, see:

A Personal View of Dara Happan Culture
Cult of Lodril
Cult of Donandar
Cult of Uleria

For more information on the Kralorelan Pantheon, see:

What the Dragon Lord Whispers

The Storm Gods

Storm worship is found in Genertela along a broad band, the "barbarian belt," which covers most of Fronela, northern and central Ralios, upland Peloria, and Maniria. A large minority of the nomads of Pent also worship storm gods. In Pamaltela, the storm gods are largely restricted to Enkloso and Vralos, though other folk know and love these gods. The few humans of Jrustela worship this pantheon.

The Storm Gods Pantheon

Orlanth: head of the Council of the Gods, chieftain, and warrior; one of the Lightbringers
Ernalda: earth mother, wife of Orlanth
Chalana Arroy: the healer; one of the Lightbringers
Eurmal: the trickster; one of the Lightbringers
Lhankor Mhy: lord of knowledge; one of the Lightbringers
Issaries: god of trade and travel; one of the Lightbringers
Humakt: god of death and war
Heler: god of rain
Valind: god of winter
Urox: the Storm Bull, berserker god, chaos-killer

For more information on the Orlanth Pantheon, see:

Staves from the Storm Priest
Cult of Orlanth
Cult of Ernalda
Cult of Chalana Arroy
Cult of Lhankor Mhy
Cult of Issaries
Cult of Humakt
Cult of the Storm Bull
Hunter Cults of Glorantha
Trickster Cults
Cult of Dorasta
Cult of Lanbril
Cult of Donandar

The Earth Gods

In Genertela, these gods dominate only in the tiny land of Esrolia, a part of the Holy Country of eastern Maniria. In Pamaltela, the earth gods are very important. The roaming nomads of the Pamaltelan interior adore them as their ruling pantheon. The elves also worship these deities, esteeming Aldrya above all others, while dwarfs worship Mostal nearly exclusively.

The Earth Gods Pantheon

Pamalt: earth-king of Pamaltela
Ernalda: earth mother, wife of Orlanth
Ty Kora Tek: goddess of the dead
Asrelia: grandmother of wealth
Lodril: god of folk and volcanos
Maran Gor: earthquake goddess
Babeester Gor: the avenging daughter
Voria: spring virgin
Aldrya: elf goddess of the woods
Flamal: god of plant life
Mostal: the maker, god of dwarfs

For more information on the Earth Goddess pantheon of Esrolia, see:

Cult of Ernalda
Cult of Maran Gor
Cult of Lodril
Cult of Aldrya

For more information on the Pamalt Pantheon, see:

The Chieftain Speaks
Cult of Pamalt
Hunter Cults of Glorantha

For more information on the Elf Pantheon, see:

Wisdom of the Woodwife
Cult of Aldrya
Cult of Yelmalio

For more information on the Dwarf Array, see:

The Foreman's Words
Mostal-Dwarfs: Mythos, Heresies, and Lore

The Sea Gods

Most worshipers of the sea gods are the non-human merfolk. Humans worship this pantheon in coastal regions along the shores of both continents. Sea-worshipers inhabit the pirate island of Teleos, as they do Jrustela, Vormain, and many of the East Isles.

The Sea Gods Pantheon

Magasta: lord of the waters
Brastalos: storm bride of Magasta
Triolina: mother of life
Daliath: keeper of wisdom
Framanthe: goddess of the deep
Nelat: god of purification
Murthdrya: goddess of sea elves
Mirintha: the sea nymph, ancestress of the mertribes
Tholaina: queen of sea beasts
Wachaza: ocean war god, son of Magasta
Dormal: god of boats and sailors
Golod: fish-father and god of ugliness

For more information on the Merman Pantheon, see:

Inner Knowledge of the Sea Gods
Cult of Magasta

For more information on human worship of the Sea Gods Pantheon, see:

Cult of Dormal the Sailor

Gods of Hell and Night

For the most part, only trolls and other creatures of Darkness worship this pantheon. Though normally possessed of ill-will toward humanity, such entities are not evil; they bore the brunt of the Chaos Wars, for instance. They are worshiped wherever trolls live, as well as (in Genertela) parts of Fronela, and in the Kingdom of Ignorance just north of Kralorela. In Pamaltela, the ingabitants of the Tarmo and Mari Mountains often serve these gods. A few renegade East Isles are also devoted to darkness religions.

Pantheon of the Gods of Hell and Night

Kyger Litor: mother of trolls
Zorak Zoran: god of vengeance, war, and hatred
Xentha: goddess of night
Xiola Umbar: goddess of solace and protective darkness
Argan Argar: god of surface darkness
Gorakiki: mother of insects
Subere: goddess of the dark deep within
Himile: god of cold, father of winter
Mee Vorala: goddess of fungi and dark elves
Styx: goddess of oaths and black waters
Asrelia: grandmother of wealth

For more information on the Troll Pantheon, see:

Tales of the Night Hag
Cult of Kyger Litor
Cult of Zorak Zoran
Cult of Xiola Umbar
Cult of Gorakiki
Hunter Cults of Glorantha

The Lunar Gods

The Lunar pantheon is worshiped within the Lunar Empire, which covers Peloria, and currently stretches into Dragon Pass and Prax. Many rulers within the Empire worship the sky gods and Yelm as well. The Lunar religion is tolerant of most other faiths, so long as the Red Goddess is recognized as supreme. The fierce storm-worshiping barbarians and Pent nomads remain the implacable enemies of the pantheon.

The Lunar Gods

Red Goddess: Goddess of the Red Moon
Yara Aranis: horse eater, Goddess of the Reaching Moon
Seven Mothers: the recreators of the Red Goddess
Nysalor: the Bright One, the illuminator
Annilla: mystic goddess of the secret Blue Moon
Etyries: messenger of the Red Goddess
Gorgorma: keeper of secrets, terror and eater of souls
Yanafal Tarnils: official war god of the Empire, one of the Seven Mothers

For more information on the Lunar Pantheon, see:

Talking to the Moon Woman
Cult of the Seven Mothers
Cult of the Crimson Bat

The Nomad Gods

These gods are worshiped by animal nomads in Prax and the Wastelands, who ride beasts such as impalas, bison, and sable antelopes, and to whom horses are taboo. The nomad gods are esteemed greatly only in these lands.

The Nomad Gods

Waha the Butcher: Khan of the Praxian gods
Eiritha: herd mother
Storm Bull: berserker god, chaos-killer
Gagarth: the wild hunter

For more information on the Praxian deities, see:

Tales of the Wastes
Cult of Waha
Cult of Eiritha
Cult of the Storm Bull
Cult of Daka Fal
Hunter Cults of Glorantha

Primitive Gods

Primitive peoples live in isolated lands on both continents. In Genertela, they live in Ralios, in the northern tip of Peloria, in eastern Peloria by the Rockwood mountains, and in the Kralorelan mountains. In Pamaltela, primitive tribes live all through the interior, and also in Slon. Though similar gods are worshiped everywhere, different tribes emphasize different gods. Many tribes, called hsunchen, worship a particular animal totem, such as Telmor, god of wolves, or Basmol, god of lions.

An Array of Primitive Gods

Horned Man: god of shamanhood
Hunter: god of hunters, known by many names
Hykim & Mikyh: parents to all beasts and hsunchen folk
Old Man: father of all mortals and the guise of Daka Fal, judge of the dead
Arachne Solara: goddess of nature; greatest of the greater gods
Dehore, King of Below: source of dark magic
King Undine: source of sea magic
Earth Witch: source of earth magic
Lux, King of Above: source of star magic
Umath, King Storm: source of storm magic

For more information on the worshipers of Primitive Gods, see:

A Personal View of Hsunchen Culture
Hunter Cults of Glorantha
Spirit Cults
Trickster Cults
The Hsunchen Religions

The Malkioni

Aside from the dwarfs and a few minor atheistic cultures, the Malkioni are the only practicing sorcerous culture in Glorantha. They have a feudal caste society. The Malkioni are restricted to the western half of Genertela, as well as the Pamaltelan lands of Umathela. The Hrestoli control Loskalm while the Rokari rule Tanisor and Sentanos. Other sects, such as the Sedalpists of Umathela, are minor in extent. The spell of Tapping is considered evil and damnable by most Malkioni.

Important Malkioni Sects

Brithini: atheistic, rigid, and codified. No priests. The oldest form of Malkionism, one nearly extinct. They are amoral and Tap freely.
Hrestoli: idealists; peculiar feudalism with an upwardly mobile meritocracy.
Rokari: practicalists; standard serf feudalism.
Galvosti: tappers; permit Tapping of non-Malkioni. Nearly destroyed in warfare.
Boristi: tappers; permit Tapping of chaotic things. Now minor, but persistent.
Arkati: Stygian Heresy; permits participation in conventional religious cults along with Malkionism. Some trolls and small kingdoms retain this belief.

For more information on the religious beliefs of the Malkioni, see:

What the Wizard Says

The Runes

Runes are the building blocks of Glorantha. They are symbols, archetypes, embodiments, and actual matter or energy of the mundane world. Runes originated with the very creation of Glorantha. Their precise origin is unknown, and believers in particular runes always insist that theirs was first-made. Tales link the gods of the Celestial Court with the runes, each god embodying a rune. Their interactions led to the births of the Young Gods; these newer deities are often associated with one or more parental runes as a result.

Each rune has myths associated with it. Some have elaborate cycles woven around their stories. All begin with a member of the Celestial Court who owned the rune, and end with the current Greater God who owns it. In these stories the runes are sometimes treated as things, or beings, or abstract powers, or even all three.

The powers of the Great Runes are universally acknowledged. The deities who command those runes are the Greater Gods. Those deities cannot be changed without altering the very fabric of the universe. Such alteration is against the Cosmic Compromise which begat Time, and cannot occur.

There are lesser runes, not shown here, and many signs and symbols as well.

Name Meaning or Association Original Owner Current Owner
Air air, storm, violence Umath Orlanth
Beast animal life Hykim Hykim
Chaos entropy, evil, corruption Primal Chaos Primal Chaos
Darkness darkness, cold Nakala Subere
Death separation, conflict, death Kargan Tor Humakt
Disorder disunity, trouble, trickery Ratslaff Bolongo
Dragonewt dragonewts dragonewts dragonewts
Earth earth, solids Ga Ernalda
Fertility love, life, growth, fertility Uleria Uleria
Fire fire, heat, sky Aether Yelm
Harmony unity, cooperation, healing Harana Ilor Chalana Arroy
Illusion tricks, falsehood, concealement Tylenea Eurmal
Infinity unendingness It Arachne Solara
Law *** Invisible God Invisible God
Magic communication between worlds unknown Arachne Solara
Man humanoid life Grandfather Morthal Daka Fal
Mastery self-knowledge and internal unity unknown Arachne Solara
Moon illusion, time, balance unknown Red Goddess
Movement change, instability Larnste Mastakos
Plant vegetable life Flamal Flamal
Spirit discorporate beings Horned Man Horned Man
Stasis stability, law Acos Mostal
Truth truth, knowledge Orenoar Dayzatar
Water water, liquids Zaramaka Magasta

For more information on the runes described above, see:

Mastering the Runes

Magic in Glorantha

Rune Lords

Some Gloranthan religious hierarchies include positions of honor distinctly unpriestlike in nature. Individuals in such positions do not have the powerful spells of priests, nor the temple duty requirements of priests. Yet they incarnate the principles of the deity through right living, according to the standards of the deity. These individuals are often called Rune lords.

The status varies among cults. Most cults do not have Rune lords at all. Many larger religions have them -- warrior-nobles head the fighting arms of the Orlanth and Yelm religions, for instance. Some small religions, such as that for Storm Bull, have no priests but only Rune Lords whom they know as Storm Khans.

Necessary qualifications and received benefits for Rune lord status vary by cult and religion, as do titles: there are Wind Lords for Orlanth, Death Lords for Zorak Zoran, Karrg's Sons for Kyger Litor, Champions of Pavis for the god of the city of Pavis, and so on.

Acolytes

Sincere worshipers may become acolytes (also known as associate priests). They have some of the privileges and responsibilities of priesthood, but not all. Acolytes may be initiates of their cult, or may be priests of a closely-associated god. Retired priests may be freed from many of their responsibilities by requesting demotion to acolyte status. Acolytes are often the only holy folk to tend shrines. Acolytes are supervised by priests.

Necessary qualifications for acolytes are usually identical to those for full priests, and of course vary from religion to religion. Vacancies for acolytes are more common than for full priests; a few religions do not restrict the numbers of their acolytes.

Acolytes have access to the full range of priestly Rune magic, just as does a full priest. They may lead worship when no priest is present, and assist priests in services.

Acolytes may not ordain new initiates into the faith, collect tithes, or perform functions restricted to priests. Acolytes must spend 10% of their time working for the cult, and must donate 50% of their income to the cult.

Allied Spirits

Some cults have a body of spirits who remain loyal to the religion even after death. They are called cult spirits and vary in type. Many are worshipers returned from the dead, some are incorporeal creatures who worship the same god, while others are special spirits sent by the god to the cult.

Allied spirits are generally only available to high priests, full priests, Rune lords, and initiates who have been specially chosen.

The spirit is friendly and available. It will use its powers to benefit its mortal ally. Allied spirits usually reside in a special ceremonial object given to the honored recipient. A cult spirit of Humakt might reside in a ritual sword, for instance.

Some cults can magically wake the minds of specific animals, giving them normal intelligence. Several religions are associated with specific creatures which serve as scouts and companions for the priesthood. Orlanth, for example, uses cats.

Frequently an animal's intelligence is awakened with ritual magic which ties it to a single priest or lord of the cult, putting it in mental contact with its master.

The spirit's aura is always magically detectable. If a cult spirit's mortal ally shows signs of heresy or shows less than full devotion to the deity, the spirit will chastise him and attempt to guide him back to righteousness. If the mortal ally persists in error, the spirit will leave him, and the deity will inform the adventurer's high priest of the necessity to excommunicate the offender.

Subservient Cults (sub-cults)

A sub-cult has no existence independent of a larger religion. A sub-cult might worship a local variant of a deity, an ancient hero, family ancestors, or an obscure spirit surviving from the Gods Age. Such deities are always worshiped as aspects of, or otherwise in association with a greater deity. The lesser spirit obtains its glory and existence from the larger religion. Every pantheon includes many sub-cults. A sub-cult generally provides supplementary powers to initiates of the greater religion who also worship through that sub- cult.

Rune Metals

Gloranthan metals are analogous to terrestrial ones, and so are identified by the same names. There are, however, significant differences.

The "standard metal" of Glorantha is called bronze, for it is red-gold in color and can be made by mixing the equivalent of Gloranthan tin and copper. However, bronze ore can also be mined, and is more capable of being stretched or extended than is terrestrial bronze. This metal is used worldwide, and whenever a Gloranthan item is made of metal not otherwise characterized, it is made of the standard metal, bronze.

Other metals may be enchanted to increase quality and durability. Different religions know how to enchant particular metals; some smith priests claim to be able to forge any metal. Proper enchanting gives the metal (gold, for instance) the durability of Gloranthan bronze.

Metals retain any inherent magical properties in this improved form, if all is done properly. Adventurers may be found wearing solid lead, gold, silver, or even quicksilver armor, or using weapons made of such metals.

An important magical metal also may be bought or stolen from dwarfs. It is called iron, and its qualities are to Gloranthan bronze as is terrestrial iron to terrestrial bronze.

Untempered iron has the same physical qualities as bronze. However, it also affects magic. Untempered iron reduces the chance of both casting and being affected by a spell.

Certain of the elder races are vulnerable to iron. Elves and trolls take extra damage from this poison metal.


Go to Introduction to Glorantha: The Elder Races


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