Skip to content
The Well of Daliath
Menu
Menu

After the Spike

Posted on January 25, 2024

The Spike is the central pillar that holds up the sky and unites Sky, Air, Earth, Water, and Darkness. It extends from the deepest depths of the Underworld to the City atop the Sky Dome. The destruction of the Spike is the worst moment of the Greater Darkness, and marks when the relationship between gods and mortals changed forever.

Prior to this, communication between gods and mortals was easy. Men could easily visit the gods and vice versa. For example, Orlanth took mortal lovers, as did many other deities. Yelm’s grandchildren climbed his Footstool (another title for the Spike) and visited him. From atop the Spike, Pole Star sent his Star Captains down to aid mortals.

But the Spike was destroyed, leaving a void, a “central opening” in the cosmos, to quote Mircea Eliade. And a chasm was created between the gods and mortals. For mortals, that central opening served only for transmission of offerings and worship – from there sacrifices would ascend (or descend) to the realm of the gods.

It was Horned Man who showed the path. He shows shamans how they can ascend and descend the Spike, even though it is gone. Through that shamans can directly interact with the spirits and gods.

Some shamans used this to technique to contact their ancestral gods and enabled mortals to directly communicate with that god and wield its magic, through a lesser form of shamanic initiation that created a link between mortals and that deity. Other mortals found ways to straddle the mortal and divine realms – these Heroes were self-made shamans of a sort and also showed others how to communicate with the gods.

We can imagine this going on in many parts of the world in the Dawn Ages. Cults such as the Lightbringers, Yelmalio, Ernalda, Storm Bull, Humakt, and Yelm popped up – and the Theyalan Missionaries showed others how to do this. Shamans were not needed to maintain communication – that was the role of priests, rune lords, and god-talkers (although some cults maintained a shamanic tradition, such as Yelm, Waha, etc.).

But in other places, people preferred to rely on their shamans. Ancestor worship, be it Daka Fal, Hykimi, Aldrya, or Kyger Litor, remained important. And the Horned Man continued to guide those who sought him out or fell into his path. And so shamans, like heroes, still have the power to reach the realm of the gods and spirits – the “Spirit World”. And for the most part, they, unlike priests and rune lords, have freedom to go where they will.

For the most part, shamans are suspicious of the gods, and many cults do not permit shamans to initiate into their mysteries. But many other cults make accommodations for those shamans willing to serve the gods. Some incorporate this directly into the main cult practices – Waha, Kyger Litor, etc. Others have subservient or even associated cults that do this – Golden Bow, Kolat, etc.

Horned Man is sometimes a man, sometimes a horned snake, or even other horned animal.

Shamans are the main source of access to many powerful spirits/ancestors/etc. These are the so-called “spirit cults” and include everything from Black Fang to Elk Woman to worship of gods. So for example, troll shamans provide access to such deities as Asrelia or Lodril, but as spirit cults.

Common to many shamanic stories is a focus on “Old Gods” – lords of the direction (such as Loon, Otter, Sea Eagle, and Turtle), rulers of the elements (King of Above, King of Below, Grandmother Earth, King Undine, etc.), Grandmother Spider, Grower and Taker, etc. These Old Gods are not the subject of “cult”, but rather are powerful/universal archetypes in the cosmos. The God Learners identified them with the Cosmic Court and with the source of many elementals and other spirits.

There’s a lot in this post to unpack, and I’d suggest doing that carefully before following tangents. Gloranthan shamanism touches many cults, and the relationship between the shaman and the hero is strong, even if often overlooked.

The key attributes of RQ shamanism are – ability to Discorporate the soul from the body, the fetch, and the ability to interact with spirits. There are all sorts of additional shamanic abilities and powers, geases, etc., but consider those add-ons.

Now we get some parallels with Rune Masters – the allied spirit as a fetch, the ability to interact with cult spirits, and the ability to enter the Hero Plane through Worship. But these abilities are more defined – more restricted – than the shamanic equivalents. They do overlap, and in the Hero Wars, groups like the Sartar Magical Union intentionally exploit that overlap.

Jeff Richard

Next
Previous
shamans, Spike

Sections

  • Search Tips
  • Current RuneQuest Glorantha Publications
  • RuneQuest Glorantha Corrections and Q&A
  • Catalogue
  • References for Glorantha
    • Gloranthan Canon
  • Gloranthan Documents
  • RPG Systems & Versions
  • Gallery
  • About This Site
  • Get involved!

Latest Posts

  • The Puzzle Canal

    The Puzzle Canal in the Big Rubble was built for …
  • Solars, Orlanthi, and the Monomyth

    So if we think about the transmission of Solar myths …
  • Orlanth Rex is the God of Tribes

    Are all tribal queens and chiefs part of the Orlanth …
  • Tribe and Clan Structure

    I think there is a tendency to take how “fixed” …
  • Some Notes on The Dragon Religion

    The Dragon Religion holds that the Elements were formed out …
  • Some Thoughts On Dragons And Jung

    I’ve been increasingly thinking that True Dragons embody the Jungian …
  • Adventurers in the Hero Wars

    Now the big Hero Wars stuff operates at an orthogonal …
  • The Apotheosis of Mortals

    We moderns have inherited monotheism’s assumption that apotheosis of mortals …
  • Your Sartarite Adventurer and the Hero Wars

    From the Sartarite perspective, the Hero Wars last some 30 …

Links

  • Chaosium
  • Chaosium’s RuneQuest RPG Wiki
  • Glorantha on BRP Central
  • RuneQuest on BRP Central
  • RuneQuest on Discord
  • Prince of Sartar Webcomic
  • Glorantha G+ Archives on Tapatalk
  • Search mailing list archive

Latest from BRP Central

  • The Shimmering Lake - Jonstown Compendium
  • Help dealing with a LM Sorcerer and an Ernaldan Shaman in 6SiS
  • Question about cult Initiation for characters in the Six Seasons in Sartar Campaign
  • RQG corebook reprints?
  • Dragon pass and Cults of Light and Fire........UK restock dates ?
  • Making New City Gods
  • The Tide and the Serpent (triolini and other wet talk)
  • Caladraland Sources?
  • Rhigos - A Jonstown Compendium Project
  • Lost peoples beyond the monomyth

Popular Tags

Boldhome (large city) Chaosium Colymar (Sartar tribe) Contents Cult demographics Cults of Runequest (preview) Ernalda Esrolia (homeland) FRA Furthest (large city) G+ post Genealogies Gods Wall Greg Stafford Guide to Glorantha (preview) Humakt Jar-eel Lunar Empire Lunar Pantheon Magazine Malkioni pantheon Map Michael O’Brien Mongoose MRQ1 New Pavis (small city) Old Glorantha Q&A Orlanth Orlanthi pantheon Photo reference Population demographics Prax (homeland) RQ3 RQG Sandy Petersen Sartar (homeland) Spirit Cult Star Subcult Tarsh (homeland & Lunar province) Troll Pantheon Yelm Yelmalio Yelm Pantheon Youtube

Recently added or updated

  • The Puzzle Canal

  • User Migration

  • Masks of the Red Emperor

  • Lesilla

  • Naveria

  • God Learner Divine Genealogies I

  • Dendara

  • God Learners

  • Ikadz

  • Zorak Zoran

  • Foundation for the Monomyth

  • The Monomyth I

  • The Monomyth II

  • Solars, Orlanthi, and the Monomyth

  • Northern Sartar & Tarsh Map preview

  • Tarsh map WiP preview

  • Tarsh (1625-1628)

  • The Population of Lunar Tarsh

  • Dundealos and Pol-Joni

  • Tribes & Clans

©2025 The Well of Daliath | Design: Newspaperly WordPress Theme