hwarin & "independent" magicians

From: Harald Smith (617) 724-9843 (SMITHH@A1.MGH.HARVARD.EDU)
Date: Thu 04 Jan 1996 - 17:09:00 EET


  Hi all--
  
  "Yorocious" asks about Hwarin info. As Loren mentioned, the long-form
  of my cult writeup is available on the web (though if Yorocious does not
  have web access I can certainly email it to him). I would note that
  Hwarin's Conquering Daughter aspect is just the aspect most noted
  amongst the people of Southern Peloria. She is, of course, an
  incarnation of the Red Goddess herself and an incarnation of the Earth
  Mother of Sylila. In this, she embodies the Warrior Maid, the Giving
  Mother (her artisanal and fertility aspects), and the Old Woman (the
  oracular/divinatory aspect). Hwarin's worship is mostly in Sylila and
  Imther (possibly Vanch as well). Though she is found in Holay, she was
  not able to fully incarnate as the Earth Mother of that region--Hon-eel
  became such for Holay and Tarsh. And while some units of the local
  provincial corps and the Heartland Corps undoubtedly follow her warrior
  aspect, I do not believe that you can find her worship throughout the
  Lunar armies.
  
  Loren also mentions the Daughter's Roads. There is some more detail on
  these in Heroes #2 (or WF #12) on the Second Wane of the Lunar Empire
  and also in the writeup on the Singing Road in Wyrms Footprints.
  
> There are two levels to the roads, supported by arches every 10 to
  30m. The upper level is narrow, 5 to 10 meters above the ground, and
  used mostly for ceremonial purposes. I bet that nobles also use it
  to segregate themselves from social inferiors.
  
  While I'm sure they would like to, the upper roads are not just
  ceremonial, but highly magical with heroquesting implications. The use
  of the upper level tends to draw appropriate foes to you which your
  standard noble may not be prepared for. If you do use such, possible
  foes include: river creatures/elementals/spirits, barbarians, grief
  spirits, and your own father (yes, the Red Emperor was a foe of Hwarin
  for a time). You might also encounter dream visions where your closest
  friends/relatives are slain or where you must enter the depths of the
  earth.
  
> The lower level is broad, 1 to 3 meters above the ground, and used for
  normal traffic. Arches support the roads.
  
  As much as possible the entire lower roadway is a gentle decline from
  either Hilltown (in the case of the second road) or Filichet (in the
  case of the first road) to the Oslir River crossing at the Bridge of
  Phirmax. Particularly in the hilly regions coming down from Imther,
  this results in some sizable valleys that are bridged where the roadway
  is considerably more than 1 to 3 meters above the ground. These are
  important trade routes from Imther and Holay respectively into the
  empire.
  
  Since the "model" for the Daughter's Roads were the Roman aqueducts
  there may well be a third/top level which is in fact an aqueduct to
  which a river spirit has been bound by the priests of the Conquering
  Daughter.
  

> It would be prohibitively expensive to build such roads normally, so
  the HD cult must have some amazing magic going on to make them possible.
  
  Quite so. Note that both major roads were built during Hwarin's
  lifetime and both utilized "bound" labor to raise them (in addition to
  Hwarin's own magics). Since then many lesser spurs have been built off
  the main roads creating a 'web-like' effect.
  
  
  Martin Crim raised the issue of 'independent magicians'. While I think
  I have a good sense of where he is coming from (since he cited my
  Imtherian Keepers of Dire Secrets as an example), I think the term
  'independent magicians' is misleading.
  
  Loren comments:
> Why do you need more atheistic magic-workers than sorcerors?...one of
  the reasons I like Glorantha so much is that magic in Glorantha is not a
  morally neutral force. It is connected to cult and culture.
  
  I don't think Martin was implying local atheistic magic workers, just
  ones who were not strictly cult priests. Your final comment about the
  magical connections includes the aspect that I believe Martin was
  working towards--a culturally-based LOCAL 'magic'.
  
  Taking a look at the Keepers of Dire Secrets in Imther: in a given
  village (say an average of 100 people), there are usually 5 such women.
  Usually these women are about 10 years apart in age with the oldest
  perhaps around 60 or 70 and the youngest around 20 (and just starting to
  learn the 'magics'). These women are initiates in the local women's
  cults: Nealda the EarthMother, Khalana the Healer, or Ralaska the Hearth
  Mother. They might be acolytes/priestesses, but aren't usually
  (partly because most villages can't support an actual priestess, but
  also because they have differing functions). Yes, these women have
  basic spirit spells and use them to heal wounds, etc.
  
  But much of their 'magic' is not of spells. They interpret dreams, they
  gather herbs and make potions (for anything from aphrodisiacs to cures
  for warts to hangover cures), they read the paths of birds or the
  entrails of chickens to divine omens, they study signs of local spirits
  and make offerings to appease them (which I guess makes them something
  of a priestess, though it lacks the ritual or ceremonial side), they
  comfort women during pregnancy or giving birth (and not necessarily with
  spells), they serve as confidants, hear grievances, and suggest or
  provide 'curses', and they collect and tell stories and wisdom. They
  also raise their own families. Basically, they handle all the lesser
  'magics' of life that integrate with the greater magics of the gods and
  the culture as a whole.
  
  In other areas, these function may be taken on by a wise woman (or wise
  man or hermit, etc). Maybe in Pavis each city district has its Lore
  Woman who keeps a shop where divinations (based on the lesser magics of
  auguries or dream readings or palm readings) are done. Do the people
  disbelieve these because they are not detected as magics? No, they are
  equally valid, and they don't come with the same strings attached as a

  Divination from the Lhankor Mhy temple. Look at our own modern
  'priests'--physicians. Just because they offer powerful cures does not
  mean that everyone goes to them all the time. Instead they consult
  friends or relatives about the best way to cure a fever or a cold or
  they go to Health Stores to buy vitamins or herbal remedies. Priests
  are effective but often intimidating. Gods may want more than money,
  they may give strange, otherworldly answers that don't offer the comfort
  of a good home remedy.
  
  Dane 'Danger' Johnson offers that:
> First and foremost, just about everybody can cast magic in Glorantha.
  A lot of the minor "mischief" magic can probably be handled either by
  yourself or your family or your friends. The lack of minor divination
  (ie, tea reading) or 'curdle milk' spells in RuneQuest doesn't
  necessarily mean they don't exist in Glorantha.
  
  Which is quite true. And I think this is what Martin is working to do--
  fill in these nooks and crannies of the local environment that gives it
  a color and life beyond the local priest.
  
> there are always the wandering 'Adventurers' or Evil Sorcerers to
  do this sort of thing for you.
  
  Though this is true and undoubtedly such are used, I think most
  villagers fear strangers. They are 'not us'. Giving power to one of
  these strangers is VERY dangerous to the entire community. Only someone
  with a total disregard for the community (or a dangerous obsession that
  overwhelms such regard) would venture to bring such 'evil' or 'chaos'
  into the local world. Of course, this does happen, and it makes for
  interesting scenarios.
  
> local Trickster cultists are going to be more than happy to cause
  whatever trouble you might be willing to pay for and/or suggest, not to
  mention being perfectly happy to lie to you about your future. :)
  
  Oh certainly, but most people know the local trickster, I believe, and
  understand that there is a high risk that they will become the next
  victim. Far safer to use the wise woman or man of the area.
  
  I would venture that Martin is not looking to create another type of
  magic or magician, but is looking to acknowledge that the Gloranthans
  themselves recognize things as magical that we might find commonplace,
  particularly in the rural communities. Any specialized artisan work,
  such as smithing and making potions, is magical. Dreams and omens are
  magical as are their interpretations. Those who deal in such may be
  wise or different or even mad, but are certainly used as much as any
  priest IMO.
  
  Harald

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