The cult of Issaries first
appeared in the Cults of Prax in 1979, and has undergone the usual
mutations and expansions as Glorantha has devloped over the years,
with versions of the cult for Heroquest, MRQI and so on. I am giving
purely my own interpretation here as with all my previous treatements
of classic RQ cults and giving stats for Legend in RED
and Runequest 6 in BLUE.
Who is Issaries?
Issaries is the trader god
of the Lightbringer pantheon. He was a deity who seems to have led an
independent life to the Storm Tribe and only joined Orlanth after the
holy mountain called the Spike blew up. He negotiated his way through
the epic Lightbringer's Quest, though it took the cunning of Lankhor
Mhy, the compassion of Chalana Arroy and the violence of Orlanth to
get past many of the obstacles along the way.
Who worships him?
Everyone among the
Thelayan peoples who trades worships him. There is a shrine in almost
every village where people come to trade their crafts, crops and
livestock, and every market is a temple to him. The largest towns and
cities have at least one and often more temple/guildhalls where the
local traders meet and discuss business, organise caravans, get
licenses for market stalls and shops, set tariffs and generally do
whatever is needed to make money and support each other.
Issaries is also Orlanth's herald, and among the feud-prone Thelayan tribes the clan ring will almost always include an Issaries worshipper who doesn't just trade the clan's good with neighbours, but gives gifts, negotiates treaties and makes peace. His wife was the goddess of language and his followers can speak Tradetalk and many foreign tongues as well, making them ideal emissaries and explorers.
Lay members
Everyone is a lay member
on market day. Giving a copper coin or a small sample of one's wares
(a pinch of grain, a miniature clay pot, a tiny sliver of bronze) to
the shrine of Harst, Issaries eldest son, will hopefully make your
deals fair and equitable. Some temples mint half and quarter clacks
for this very purpose.
Lay members do not usually
get any benefits, but caravan guards, new apprentices and the like
will be given the chance to learn the skill Speak Tradetalk at the
usual rate.
Initiate
Those who work at a market
stall or shop trading in other people's wares, or who accompany a
merchant venturer may wish to become initiates.
They require 50% in three
of the following skills:
Legend:
Evaluate, Influence, Speak Tradetalk, Commerce, Pact (Issaries)
RQ6:
Influence, Speak Tradetalk, Commerce, Exhort (Issaries)
And may learn the
following common magics:
Legend:
Glamour, Golden Tongue, Protection
RQ6:
Calm, Glamour, Lock, Protection
and the following Divine
magic, at ¼ of their characteristic POW
Legend:
Shield, Blessing, Dismiss Magic, Heal Wound
RQ6:
Shield, Dismiss Magic, Heal Wound
and 50% in two of the
skills listed under their subcult:
Garzeen the Shopkeeper:
Legend:
Lore (Accounting), Lore (Regional), Craft, Streetwise
RQ6:
Bureaucracy, Locale, Craft, Streetwise
Magic:
Legend:
Common – Abacus
RQ6:
Folk - Calculate
Gultha Goldentounge, the
Merchant Venturer:
Legend:
Drive, Ride or Shiphandling, Lore (Foreign region), Language (any
foreign), Lore (Logistics), Any cultural weapon or Staff, Craft (Map
making)
RQ6:
Drive, Ride or Seamanship, Lore (Foreign region), Culture (Foreign),
Language (Foriegn), any cultural combat style, Navigation
Magic:
Legend:
Common – Understanding, Detect Enemy
RQ6:
Folk – Translate, Find Enemy, Appraise, Alarm
Herald Goodwoord, the
Emissary:
Legend:
Ride, Lore (foreign region), Lore (Politics), Language (any foreign),
Oratory, Art (Poetry), Courtesy, Insight, any cultural weapon.
RQ6:
Ride, Lore (foreign region), Lore (Politics), Language (any foreign),
Oratory, Art (Poetry), Courtesy, Insight, any cultural weapon.
Magic
Legend:
Common- Understanding, Detect Enemy, Entertainer’s Smile
RQ6:
Folk – Translate, Find Enemy, Cleanse
Issaries demands no
special duties, but it is expected that a member of the Garzeen and
Goldentoungue subcults will be part of a guild or trading company and
will pay guild dues to support members through lean times or in
return for exemptions from town or city duties, and may receive
training from senior members in return. Heralds may well be commanded
to go on specific missions for their chief and clan ring. They may
refuse, after all one of Orlanth's mottoes is 'No-one can force you
to do anything', but clan notables will not be impressed by those who
refuse the honour of serving them and the clan's interests. These
obligations usually amount to 5-10% of the income or time of the
member.
Garzeen cultists are under
a geas however. If they come across a part of the dead god Genert
they must go into the Wastes and try and find the rest of the long
dead god's scattered body, and live in great fear of hyaenas which
apparently carry such things. If they can pass on the object to
another follower of any subcult before sundown, then they pass on the
obligation. Fortunately these pieces are very rare, as crossing the
Wastes with its savage nomads and frequent chaos nests is a near
certain death sentence, though there have been a few humble
shopkeepers who have become legends for their exploits and adventures
in the far east.
Acolyte
Acolytes must have 70% in
four skills at least one of which must be from their subcult list.
They are the leaders and officials in the guilds and leaders of
caravans, and are notable and usually wealthy people within their
clans.
They get use of the cult
special divine magics Market, Divine Lock and Pathwatch, and may
learn up to half their POW in divine magic.
Acolytes are expected to
make greater donations to the cult guildhalls and to carry out more
extensive and important missions for their clan. A mere initiate
might be asked to take a message to a neighbouring chief and deliver
it courteously, an acolyte might have to to a tribal king, attend his
feats, recite or even compose a praise poem, get a good deal trading
the clan’s excess cattle and swear an oath to seal a peace treaty.
Obligations take up 5-30% of a members time or income.
Acolytes are expected to
go to the aid of any other acolyte of the cult; an emissary visiting
another clan will be protected, with arms if necessary, by the
equivalent Issaries cult leader in the host clan should the laws of
hospitality be put aside. If a caravan is in trouble in the wilds,
then an acolyte will divert his own caravan to help it out. A
merchant who has fallen foul of bandits can expect at least an easy
long term loan from his peers down at the market or caravanserai, if
not the offer of a safe journey home. If the guildhouse is being
attacked or robbed, then the acolytes must muster to defend it. If a
merchant has been kidnapped then his peers must gather and deliver
the ransom.
Priests
Any follower of any rank
can be a 'priest' of Issaries as in the head of local guild or master
of a merchant company, but recognised priests who can use the most
potent divine spells have a lot of respect from their peers.
They require 90% in three
skills, two of which must be from the main cult set, and one from the
subcult set, plus Theology or Devotion
of Issaries at 35%. Most priests will know more than this but
this is not a very inward looking cult, they are men and women of the
everyday world.
Spells: Create Great
Market, Special Divine Lock, Spell Trading, Excommunicate and cam
learn up to ¾ of their POW in divine magic.
High Priest
There is no high priest
role, no unifying temple hierarchy even within a kingdom. The closest
thing the cult ever had to such a position in Sartar was the hero
Sartar himself, since he started out as a follower of Issaries and
followed many of the gods legends as heroquests to gain the powers of
diplomacy and reconciliation that helped him create his kingdom.
Subsequent Princes have always had a couple of Issaries priests on
their advisory ring to manage the economy, act as almsgivers and as
ambassadors, but they had no authority over their fellow cultists
other than what the secular royal laws gave them.
Cult Special Spells
Market
Duration 1 hour per point of magnitude, Resist Persistence, Rank Acolyte
Creates an area of neutral ground defined by four staves 1 m long carved with the likeness of various guardian deities. The maximum area is 3m a side plus 1m per point of magnitude. The spell warns the caster if anyone crosses the softly glowing defensive screen with hostile intent, including theft, who fails an opposed roll of Pact/Exhort vs Persistence. It also hits the violator with a disruption spell. The spell dissipates if the caster moves outside the defined area, and if the staves are damaged or removed. Canny merchants often bury them if they are staying somewhere for long, or invest in tough bronze versions.
Great Market
Duration special, Resist Persistence, Rank Priest
Enables several merchants to combine their market spells into one huge spell that covers a whole fairground, adding the duration and area of each individual market spell o the whole. Areas with a large Issaries temple and a permanent priest in residence will have a market spell going pretty much all the time.
Divine Lock
Duration 1 week per point of magnitude, Range Touch, Rank Acolyte
Enables the caster to seal a doorway, chest or other opening for 1 week per pint of magnitude. Conventional lockpicking won't open it, magic is needed to get in, or brute force. The caster can open the door/box etc at any time. A caster can only have one Lock operational per spell, if he wants to seal a number of objects he will have to sacrifice for the spell multiple times.
Special Divine Lock
Duration 1 week per point of magnitude, Range Touch, Rank Priest
As per Divine Lock, but one additional person can be allowed to pass the opening per point of magnitude, and if the lock is bypassed, broken etc. the caster is immediately warned.
Pathwatch
Duration Special, Range Special, Resist Persistence, Rank Acolyte
Must be cast on a visible path or road (trackless wastes are not permissible) with a defined destination. The spell acts as a Detect Enemies and Detect Trap spell with a range of 10m per point of magnitude to either side of the road and ahead, and it will last as long as the road lasts or as long as the caster remains awake. A Priest can create a path which can later be a target for this spell by leaving or creating markers every 20m (Joh Mith has done this in areas of Balazar), but if he misses a marker and wanders off the path the spell is dispersed. The road markers along the Royal Roads of Sartar double the range of this spell.
Spell Trading
Duration Special, Range 3m, Rank Priest
Can only be cast within the confines of a Market spell. It enables the trade of one use of any Divine Magic, the exchange being symbolised by the swapping of suitable tokens. The spells must be used within 1 day per 10% of the magnitude of the spell. For example, if Thorvald the Canny (Pact Issaries 70%) swaps a use of Shield with Yalzaring the Bitter (Pact Tharkantus 40%) for Truespear, Thorvald must use the Truespear within 4 days, and Yalzaring must use the Shield within 7 days. Has no effect on Sorcery, Common/Folk magic or Spirit Magic, and magic must be swapped for magic, not for gold, goods or any other consideration.
Standards of Behaviour
Issaries merchants are
supposed to be honest, never cheating a customer, never telling an
outright lie and never stealing. They are expected to be mutually
supportive, even when they are business rivals, and to set aside clan
and tribal rivalries when life and limb are at risk, especially at
higher ranks, and are supposed to maintain the peace, negotiation and
trade being better than war and raiding by any merchants reckoning.
But no one is perfect and
Issaries rules are often broken, though usually in small ways. Among
the clannish Sartarites some traders hold that Issaries rule that one
must never cheat only applies to kin, people from other clans and
foreigners are another matter, whatever the tribal kings and princely
laws of the kingdom might say. Going to the aid of a caravan being
beset by vicious Bison riding beserkers on the wild plains of Prax?
Well we did go to the nearest Lunar fort and asked them to send out a
cavalry detachment, that's helping isn't it?
In the networks of
villages and steads that make up most of the Thelayan lands personal
reputation is everything, a merchant who is gives a bad deal is soon
gossiped about among the neighbouring villages and among fellow
stallholders at the market and so most are pretty honest. In the
cities and towns the comparative anonymity can lead to more lax
behaviour, and guilds require members to swear oaths to uphold the
local trading rules, and hold market courts to hold cheaters to
account. All the bigger guildhalls have blessed standard weights and
measures, and most will have a stocks.
Issaries merchants will
deal in anything, the scruples of the merchant being the only
limitation. Most Sartarite Issaries don't deal in slaves, as it isn't
part of most clan traditions to keep people as thralls, but there are
some that do. Some sell Lunar gin and other imported narcotics
despite the obvious damage it is doing in the towns and cities of
their homeland, and Issaries merchants have been known to participate
in intertribal raids, trading for the best bits of loot (and
captives) from the warriors out on the battlefield, and may well
pretend ignorance when known bandits come to their shops.
Mules
Mules were created by
Issaries by magic. They have the advantage of being horse like enough
to be acceptable to equine cultures like the Grazelanders and
Galanni, while being unlike enough for horse haters like the Praxians
to allow them passage across the Plains of Prax.
Issaries and Etyries
Etyries was an Issaries
merchant who was trading in Torang when the Seven Mothers performed
the miraculous ritual that led to the birth of the Red Goddess. She
was one of the first to see the newborn deity and one of the first
converts, and after the dramatic events of the Lunar Empire's
foundation became the first Immortal (after the Mothers themselves)
to rise to the Red Moon. She proved herself the incarnation of
Issaries daughter, born in the Godtime, and now resides at the Great
Emporium of the Cerise City on the bright side of the Moon, trading
with merchants from many Otherworlds. Or as the Sartarites tell it
she fell under the spell of the evil chaos sorceress, went mad,
committed any number of atrocities and now trades with the demons of
all the hells for the gibbering remnants of men's souls to feed her
demented mistress.
In Sylila and the Lunar
Provinces Etyries now fills the position once held by Issaries and
her merchants have the use of exactly the same divine magic and even
suffer the same geas to rebuild the lost Genert and same curse of raw
greed if they indulge in too many dishonest deals. The subcults are
organised a little differently, but they are pretty much the same
religion with a red livery. Where Etyries merchants trade in the same
lands as Issaries ones they make a big deal out of their common
heritage, being as honest as can be in the dealing with Issaries
merchants, giving tithes to Issaries guilds, aiding Issaries
merchants in trouble and generally trying to overflow with
camaraderie. This has not been reciprocated in any way. Members of
the subcult of Daretyries, the equivalent of the Heralds, are
sometimes kidnapped and their tongues cut out to stop them spreading
lies and Moon Madness, and their fellow 'peace loving' Issaries
merchants aren't usually bothered a bit.
Famous Issaries Merchants
The most talked about
merchant in Sartar is Gold-Gotti. He turned up in the port of Karse
35 years ago in one of the first generation of ocean going ships
built after the Opening of the Oceans by Dormal the Sailor. The cargo
was Kralorean silk, not seen in Kaethela for 400 years, and he made a
killing. He put the profits into further ventures and is now the
richest man in Dragon Pass. He owns a good part of Wilmskirk, has
'factories' – warehouses – in all the Sartarite cities and many
in Heortland, Tarsh and Esrolia too and loans money to chiefs and
kings. He is generous to his local temple, many young merchants have
learnt the trade as 'factors' in his organisation and he has invested
in many risky caravans.
Rumours abound about him
though. He isn't married and never has been as far as anyone recalls,
some people are sure that the tale of the Kralorean silks isn't true,
and while he dresses ostentatiously in public it is said he lives in
one spartan room in his vast mansion with just an abacus and a pile
of tally sticks for company. And while he loudly proclaims his
membership of the Balmyr tribe he was only adopted into it twenty
five years back, and his true origin is obscure. He speaks Sartarite
with a perfect 'courtly' accent, as favoured by lawspeakers and
poets, but is fluent in many other tongues too. Despite apparently
starting out as a sailor he never invests in sea voyages, which have
been the most thriving and expanding area of commerce in recent
decades as sailors head out from the Holy Country in all directions
to rediscover the world.
Gringle Goodsell is sadly
no more. He started out running caravans across Prax, and was one of
the first to take magical artefacts from Pavis to Gonn Orta's Castle
in the Rockwoods, a damned risky trip, but he allegedly made even
riskier ones into the Otherworld as well. He was almoner for doomed
King Salinarg and after the Lunar invasion he retired to Apple Lane.
He set up a pawnshop and let magic items come to him, passing them on
to other merchants to take to Gonn Orta. He was called back to act as
a tax assessor by the Lunar occupiers, dying while resisting an
attempt by King Blackmoor to arrest him for maladministration and
profiteering. A sad end to a once great man. The spirit of raw greed
is thought to have got the better of him, though friends insist he
was an honourable man to the very end and was actually assassinated.
Joh Mith is a moderately
prosperous merchant based in Jonstown, but he spends at least half
the year in the bleak and barbaric land of Balazar. He was an
apprentice of Gringle's during the Pavis years, and later got a loan
from Gold-Gotti to open up a new route to the north that avoided the
tolls imposed by the Lunars for crossing Tarsh. He makes reasonable
money from the exceptionally high quality furs he brings in from
Balazar, but the serious cash came from taking Gringle's surplus
magic artefacts to Gonn Orta by the safer but longer northern route
he discovered. Now he's gone Joh is going to have reassess his
business, but he put a lot of money into ensuring Trilus in Balazar
had a sympathetic ruler and he would be loath to abandon the country
and his many friends there now.
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