Cults of Glorantha
Issaries
The son of Larnste and Harana Ilor, the primal Runes of Mobility and Harmony. So skilled was he in the art of communication that it was Issaries who carried messages between the Earth and the Sky when they were courting and helped to bring about the birth of Umath. He is therefore the oldest of the Lightbringers.
During the God Time Issaries showed the different tribes how to talk to each other and so is the father of language. He also showed them that, through language, they could trade with each other rather than make war. Such was Issaries’ influence that he brokered an agreement between Orlanth and Yelm, two gods of stubborn natures. Such was Orlanth’s gratitude (Yelm’s was lacking) that Issaries joined the Storm Tribe becoming its herald and emissary.
Issaries, then, is the god of communication, trade and diplomacy. It is a far reaching cult that appeals to common traders and merchants, diplomats and politicians, linguists and philosophers.
Runes Harmony, Motion, Trade.
The Trade rune is unique to Issaries and is not found within any other cults. It is a power of Issaries’ own devising but born from the runes of Harmony and Mobility.
Mythos and History
Issaries Heals the Rifts (Resonance 80%) – The Importance of Dialogue. The Importance of Listening, even to Enemies: When the sky and earth were sundered there was much sadness because they could find no way in which to exchange views, ideas or love. Larnste and Harana Ilor saw this division and so made the Bridge, which was Issaries, and gave unto him their own Runes and a Rune that crosses the divide, which was uniquely his.
Issaries used his Runes to cross between Earth and Sky, listening, interpreting and taking these messages between the two. Finally, when all messages were done, Harmony was known and the Sky and Earth could continue without fear of separation.
From the messages these two passed, Issaries devised Language, which was again part of his Rune, and took Language to the tribes who made constant war upon each other. Going from one to another he taught them words and then taught them language. Each tribe made language its own, each slightly different to that of other tribes but the basis was the same. Then he taught the tribes the power of trade and war became something for Later but not for Now. Tribes traded and so spread knowledge, wisdom and wealth, which is important but not as important or as powerful as the other two.
Issaries heard of more bickering in the court of the Emperor and so he went to see what the commotion was. He found Orlanth, Lord of the Storms, in heated debate with Yelm, Emperor of the Cosmos. Orlanth wanted a thing that Yelm refused to give. Orlanth threatened war, because he had not yet learned language and could not express himself with eloquence. Yelm had learned language but chose not to use it because he felt it beneath him.
Issaries sat between the two and taught Orlanth language. At first Orlanth’s voice was guttural and rude but it soon became smooth and truthful. Yelm refused to listen still and so Issaries removed the helmet, which covered Yelm’s ears and he was forced to hear what Orlanth had to say.
Later, when Orlanth slew Yelm and went to fetch him from the Dead, Issaries made Yelm listen once again and this listening was the Great Compromise and the greatest of all the trades Issaries made.
Nature
The cult of Issaries is diverse in its nature but always at its heart is communication. All communication, the cult teaches, is trade; and trade is inimical to life. Those who trade avert destruction. Those who refuse and seek only to take, bring destruction in their wake.
The cult is therefore founded on principles of discussion, reasoning, compromise, negotiation, understanding and agreement. It is not so naïve as to believe that agreement is always the result, or that results will always be fair but it does teach that a peaceful result carries further, deeper and with more benefit than a result born of violence. Sometimes violence is necessary, if communication and trade have failed but always as a last resort – never a first reaction.
Organisation
Issaries worshippers have spread far and wide in the Second Age. The Middle Sea Empire and EWF both create many opportunities for communication, trade and profit. The cult shares a friendly rivalry with Lhankor Mhy – although Lhnakor Mhy seeks to keep things secret whilst Issaries seeks to share and spread to the benefit of all.
The cult’s temples are few and far between but any place where people come to trade, debate or converse can be made into a shrine through the Market spells. Issaries representatives are found in Orlanthi cultures but also beyond: the EWF has a draconised version of Issaries and the God Learners are looking at ways of proving that Issaries has kinship with Malkion and is thus an agent of the Invisible God. Many places of meeting – parliaments, moot halls, senates, debating chambers and so on – offer prayers and small sacrifices to Issaries, acknowledging the widespread nature of the cult and its ability to cross many boundaries with reason, discourse and negotiation. Issaries priests and Rune Lords often become advisers to kings and emperors, such is the respect Issaries commands.
Membership Standard.
Acolytes are known as ‘Bronzetongues’ or ‘Harsts’. Rune Priests are known as Merchants and those who venture far and wide can name themselves ‘Merchant Venturer’. Rune Lords are known as ‘Trader Princes’ and they can command influential positions in commerce, politics and diplomacy.
Common Magic
Babel, Clear Path, Detect Gold, Detect Silver, Detect Trade Goods, Glamour, Mobility.
Higher Magic Standard.
The cult also teaches Create Great Market, Create Market, Lock, Passage, Special Lock and Spell Trading.
Create Great Market
Duration Special, Rank Rune Priest
This spell is available only to elected High Dragon Speakers of the cult and is temporarily given to them by Issaries when they attain that status. This simply allows all priests of the cult to combine their Create Market Divine spells together to make one large, protected marketplace. It lasts for one week in a temporary market and a full year in on-going places of market worship where Issaries has an established temple.
Create Market
Duration Special, Rank Acolyte
This spell creates a gently glowing wall with a radius in metres equal to the Magnitude of the spell x5. The boundaries of the spell must be clearly marked by the caster – either with chalk or some other form of marking, or the placing of boundary markers such as stakes or even stones. Within the confines of the spell the caster is immediately aware of anyone who is entering the area with a hostile intent. Theft is a hostile intent. Note that this will make no distinction between ‘friendly’ fighters and ‘hostile’ fighters; anyone attempting to pass through with intentions of harm from the Outside will alert it. The Market lasts for as long as the Issaries caster remains within its confines; once he moves outside, the spell dissipates. Anyone who tries to commit a hostile act within the Market suffers a skill penalty to the hostile skill equal to the Pact skill of the caster.
Lock
Duration Special, Rank Acolyte, Touch
This spell may be cast on a door, chest lid, bag opening or similar device. It will thereafter keep the target sealed for a number of weeks equal to the spell’s Magnitude. Overcoming the Lock spell requires a Passage spell of greater Magnitude than the Magnitude of the Lock spell when it was cast to break the seal and give access to whatever is within or beyond..
Passage
Duration 8 Weeks, Rank Initiate, Touch
This spell is used to gain passage through a Lock spell, the Magnitude of the Passage needing to exceed the Magnitude of the Lock (or Special Lock). The spell also has a Duration, in weeks, equal to its Magnitude.
Special Lock
Duration Special, Rank Acolyte
This is like Lock in every way but may be cast on top of it to allow one other specific person to pass through the target area each time it is cast. This is cast on the door (or whatever) and the person getting the ‘passage’ must also be present, laying their hands on the door during the spell. It is good only for one door and one person per casting.
Spell Trading
Duration 15, Rank Acolyte
This spell allows the Issaries priests the ability to trade one use of any Divine spell which they know – exempting Spell Trading – in exchange for one use of any Divine spell known by another priest of any cult. The trade must be done voluntarily. Trading any Divine spell counts the same as casting it and they lose that instance of it until appropriate prayers can be offered for its return. Issaries priests may trade any spell of which they have use, even it did not originate with their cult. However, spells that require a higher rank to be cast cannot be traded. Thus, an Issaries Acolyte could not trade for a spell that only a Rune Lord could cast. The trade must be done in an Issaries Market. This protects the priest from persons with ill intent, who might cast the traded spell against the Issaries trader. Some sort of token must also be passed as part of the trade and it should represent in some way the spells being traded. Thus a Shield spell would use a shield, a Humakti spell use a knife and so on.
Traded spells must be used within a number of days equal to the default Magnitude available to the respective casters. Thus, an Issaries cultist with Pact (Issaries the Claw) 70% must use whatever spell he gains through the trade within seven days. The spell, if not used, is lost at the end of this period.
Gifts and Compulsions
None.
Cult Skills
Commerce, Evaluate, Influence, Insight, Lore (Diplomacy), Lore (Issaries), Oratory, Perception.
Allied Cults
Chalana Arroy provides Sleep.
Lhankor Mhy provides Analyse Magic.
Orlanth provides Flight.