Cults of Glorantha

Erissa The White

The White Lady

Erissa is the powerful Healing Goddess in Dara Happa. Called the White Lady or the White Goddess, her worshippers are always dressed in white robes. During the Golden Age, she was one of many healing goddesses in Yelm’s retinue but during the Darkness, Erissa wandered the world teaching everyone her healing gifts. She taught them which plants were good and which were bad. Where she found hatred, she brought love. Where she found fear, she brought calm. Where she found pain, she brought joy. When the pain of the world grew too great, she set out to enter the Land of the Dead and heal Yelm so that he could return to the land of the living. On her journey, Erissa met the Rebel Gods; she healed their hate and avoided their violence. When the rage cleared from their eyes, they accompanied her on the way to the Underworld. In the Halls of the Dead, Erissa healed Yelm of his anger and restored him to life. The Rebel Gods begged his forgiveness and the Emperor granted it and all returned to the land of the living.

Erissa is worshipped throughout the Dara Happan Empire and the lands beyond. However, the restrictive pacifism of the cult means that only a few are capable of following her ways. These White Ladies are revered for their healing arts wherever they go. Only the perverse, the Chaotic or the insane would consider harming them. Her temples, often called Hospitals, exist in all sizes. Shrines to Erissa teach Restore Vision. God Learner scholars believe that Chalana Arroy and Erissa are the same entity; however Yelmic and Orlanthi cultists deny this vigorously.

Runes: Fate, Harmony.

Pantheon: Solar.

Worshippers: Doctors, nurses, healers, mothers.

Worshipper Duties: Healing the sick and injured, promoting peace, defeating the forces of Malia, goddess of disease.

Healer (Initiate) Membership

Requirements: Standard, plus candidates must take an oath never to harm an intelligent creature or needlessly cause pain to any living thing. They are forbidden to learn any Weapon skill but Dodge. A healer must give 50% of their income to the cult. Foes incapacitated by the healer’s actions are under his protection. They may not be harmed in any way, though they may be disarmed and captured. Chaotic foes are exempt from this protection.

Cult Skills: Dodge, First Aid, Healing, Lore (Erissa the White Theology), Survival.

Cult Spells: Heal, Protection, Vigour, Warmth.

Special Note: Any spell that causes harm is forbidden to Erissa’s followers. These include most command and dominate spells.

Common Divine Magic: All.

Special Divine Magic: Comfort Song, Cure (Disease), Remove Fear, Restore Sanity, Restore Vision.

Acolyte Membership

Requirements: Standard.

White Lady (Priestess) Membership

Requirements: Standard plus the candidate must have 90% or more skill in First Aid, Healing or Survival as well as 75% all other cult skills. She must known Heal and has never broken cult vows since becoming a Healer.

Special Divine Magic: Sleep.

Special Benefits

Gains +20% bonus to First Aid when treating any current enemy, or member of a traditional Yelmic foe, including Uz, Orlanthi and Nomads. Acolytes may spend a Hero Point to dissuade an enemy from harming them. The targeted enemy remains unable to do direct harm to the acolyte until the acolyte does something new to enrage him, or until a week has passed. High Healers radiate an aura of pacifism. They cannot be attacked by enemies, no matter how vile, unless all of their other allies are engaged by at least one other foe.

Associated Cults

Dendara: Provides Bless Home.

Elmal: Provides Sunbright.

Yelmalio Tharkantus: Provides Catseye.

Yelm: Provides Fight Disease.