Kargzant, the Star Horse, the Divine Khan, the Lightfore

The Cult of Kargzant (LIGHT TRUTH MASTERY)

Kargzant is neither the eldest nor the youngest of the sons of Yu-Kargzant and Galana, but he is the greatest of them all. He is the Lightfore, who lit the world when Yu-Kargzant went into the Underworld, and he passed the tests that Galana Horsequeen set to earn the right to be khan. He united the disparate peoples who would become the Pentans, teaching them the ways of Yu-Kargzant and Galana, and he was given rule over the mortal world by his father after the Lightbringers bowed to Yu-Kargzant and returned him to life. Thus he is the most widely worshipped and important god to the Pentans.

Mythos and History

Kargzant was but one of many sons of Yu-Kargzant and Galana Horsequeen, and while his father was alive, Kargzant’s name was not widely known. He was a brave warrior and a mighty defender, but there was no one to fight and nothing to defend against. He did not challenge his father, for he was a good and loyal son. He wooed Oria, the Earth Mare, and she was the only one to recognize him for what he would become.

However, things changed when West King Wind slew OdChigan, for Yu-Kargzant tore himself to pieces in grief. Kargzant saw the world descending into darkness, and he sent forth his light to awaken the Star Captains to the need of the world. Yu-Kargzant rode to Polaris, who guarded the route down, and descended to the world.

There, at the base of the mountain, he found the Starlight Children. Riding northwest, he found the Hyalorings, who followed his son, Hyalor. Turning to the southwest, he found the Galanini, who honored his mother, Galana. Heading to the southeast, he found the Qi Ma, who called on the Horse Spirits. Moving to the northeast, he found the Wind Riders, who rode with the Four Winds. Returning to the center, he found the Lenshi, who followed his lover, Oria.

Among them all, Kargzant defeated monsters with the power of his light, solved problems with the greatness of his wisdom, and defeated challengers of all stripes - even West King Wind, who vied with him for the love of Oria. The six peoples followed him and became the One People, the First Herd. They taught each other wisdom, and Kargzant saw that it was good.

At last, Kargzant, West King Wind and their brothers went to their mother, Galana, to perform the tests of the Khan. They did not know when or if Yu-Kargzant would return from the Underworld. Each pursued Galana’s tests, and she offered no favoritism or aid to any. While West King Wind came closest to matching Kargzant, he could not do it. In the end, even Kargzant could not match the deeds of his father - but he came the closest, and Galana named him the Star Khan.

Darkness and Ice threatened to consume the world. Kargzant led the First Herd against them, time and again. They fought many times, and Kargzant drove back these evil forces. However, eventually, a new thing came, a thing which should not be. This was Chaos, and it induced Kargzant’s brothers to jealousy. They rebelled against Galana’s ruling and sought to slay Kargzant as he was tired from fighting the evil Zorak Zoran.

They failed, but only because West King Wind, who hated Chaos more than life itself, saved Kargzant. Kargzant descended into the Underworld to find his father, that the world might be saved. Realizing he could not do it alone, West King Wind gathered Hurfor the Kargzant, Whirlwind Fool, Erissa the Healer, Issaries the Trader, Ash Man and Ginna Jar, and they descended into the Underworld to make right what West King Wind had made wrong.

At the end of these adventures, these gods knelt before Yu-Kargzant, apologizing for their actions which helped to let Chaos, Darkness or Cold in. Kargzant knelt also, for he had failed to see the trouble brewing and had failed to stop Chaos from destroying the bonds of family.

Yu-Kargzant offered each a gift, and in doing so, undid the wounds of the world. In offering forgiveness, he mended grief, and OdChigan was freed from the Underworld. The world above was saved by the actions of all, and the Lightbringers emerged to herald the return of Kargzant and Yu-Kargzant. Yu-Kargzant reclaimed rule over all, and he appointed Kargzant as his khan, ruling over the world in his stead. Kargzant has been the Star Khan since that time, the model for all leaders and the greatest of gods under the Sun.

Nature of the Cult

The cult of Kargzant is the largest and most widespread of Pent, with the majority of men initiated into it. It is much less common among Pure Horse or Four Winds tribes, but there is a reason that the third and most populous kind of tribe is called the Kargzant tribe. To rule a Kargzant tribe, a khan must be a Kargzant initiate, and as yet, there has never been a High Khan to unite a large tribal alliance that was not of Kargzant, though several small alliances have been led by West King Wind khans.

Depiction

Kargzant’s rider aspect is depicted as a golden man with pure white hair and beard. He always carries a bow and a spear, and he is generally depicted with a back-mounted horsehair banner woven with the Six Pentan Horse Colors: bay, chestnut, gray, dun, black and white, which represent the six peoples that began the One Herd. In his horse aspect, he is a gold horse with a mane that mixes the Six Colors and white eyes.

Runes

Kargzant is associated with the runes of Light, Truth and Mastery. He is the greatest of the Star People, and with his light alone he defeated many foes. His light is not the warm, burning heat of the Sun, however. He fights with his light alone, as the life-giving warmth of the Sun belongs to Yu-Kargzant, who flew higher. He is the lawgiver, who united the six peoples of Pent into one, showing them how to bring their traditions together into a greater whole. And he is the Star Khan, the lord of the world who rules in the name of his father, Yu-Kargzant.

LIGHT RUNE: Initiates of Kargzant wield the Light Rune, a subset of the Fire rune without heat, in a very broad way, for Kargzant is one of the brightest and purest lights in the sky. They cannot wield the burning flame, but they do not need to. An incomplete list of abilities used by Kargzant initiates through the Light rune includes fighting with spears, javelins or bows, blinding foes with light, resisting temptations, purifying things, terrifying or hurting trolls, commanding hawks or falcons, riding horses, seeing in darkness, seeing long distances, healing horses, inspiring awe, or speaking to birds (including horses). Those strong in the Light Rune are ascetic, straightforward, and pure.

TRUTH RUNE: Kargzant’s Truth Rune embodies his loyalty, dedication and granting of the traditions of Pent to the people. Initiates may use the Truth Rune to, among other things, reveal lies and deceptions, bind oaths, punish oathbreakers, know laws, enforce justice, uphold sworn oaths, fight as a unit, overcome less virtuous foes, or dispel illusions. Those strong in the Truth Rune are honest, dedicated, and just.

MASTERY RUNE: Kargzant bears the Mastery Rune as a grant from Yu-Kargzant, who named him the ruler of the world beneath the sky. With it, Kargzant leads the First Herd, and it is the rune of the High Khan. With the Mastery Rune, Kargzant initiates are able to do many things, including but not limited to commanding troops, mediating disputes within a tribe or alliance, inspiring and leading people, uniting different people into a greater whole, blessing those sworn to follow them, or defeating rebels. Those strong in the Mastery Rune are imperious, charismatic, and decisive.

Opposed Runes

Kargzant is in conflict with the Darkness, Chaos and Illusion runes. He has a rivalry with the gods of the Air rune, but he does not hate them.

Particular Likes and Dislikes

Kargzant is the lover and husband of Oria - according to the Kargzant tribes, at least. He is friendly towards his kin among the Fire and Sky gods, who acknowledge him as khan, and is subservient only to Yu-Kargzant. He is particularly close with his mother, Galana Horsequeen, and his scholar, Hurfor.

Kargzant has a friendly rivalry with the Four Winds, who often challenge his right to rule. This rivalry is strongest and often least friendly with West King Wind, who is also in love with Oria and claims to be her husband. Kargzant and the Lightbringers are closely allied despite this rivalry, and will unite to defeat the hated foes of Darkness, Ice and Chaos.

Kargzant’s greatest and most enduring foes are the Darkness Gods of the Darkness People, the trolls. All of them hate Kargzant for bearing the light of the world during the Great Darkness, but none moreso than Zorak Zoran, who is Kargzant’s greatest and most terrible foe. Chaos would have had no chance had Kyger Litor, Zorak Zoran and the other Darkness gods not done all they could to weaken Kargzant and his kin.

Cult Organization

Every tribe maintains its own independent cult of Kargzant. Worshippers from different tribes can easily worship at each others’ camps, though they may be prevented from doing so by tribal enmities. Tribes will occasionally fight over control of specific holy sites to Kargzant, also. In Kargzant tribes, the khan must be an initiate of Kargzant, but is rarely a member of the priesthood, as priestly duties take up too much time.

Priests

Every tribe has slightly different understanding of the teachings of Kargzant, and thus slightly different rites and requirements to become a priest. Most tribes do not have many full priests of Kargzant, as a priest cannot usually become a khan, but this is not always the case. The priests of Kargzant oversee many of the rituals of the Kargzant tribes and hold a great deal of political power within the tribe as a result, but they are unable to perform the rites which name a khan. These require the aid of the Galana and Yu-Kargzant cults. In Pure Horse and Four Winds tribes, the Kargzant priesthood tends to be small, overseeing only the holy rites of the cult proper rather than the day-to-day rites. Regardless of any differences in importance or tradition, however, priests of Kargzant are expected to maintain a level of martial excellence and to drill with the warriors of the tribe to ensure their readiness. Rank within a tribe’s priesthood usually comes from a mixture of age, charisma and martial skill.

Priests of Kargzant are typically known as Light Priests or Light Monks, led by a tribe’s High Priest or Lama - the terms are often used interchangeably. The war leaders of Kargzant that serve under a khan are referred to as Light Sons, and obey the tribe’s High Priest as second to their khan.

Light Priests may not marry after assuming their rank, but may keep any spouse married before they are elevated. However, unless they become a High Priest or a khan, if they are married to an initiate of Oria or any other Earth cult, they must ritually divorce after exactly five years, representing the separation of Sky and Earth by the Air, unified only by Kargzant constantly proving himself against West King Wind.

Center of Power and Holy Places

The holy sites of Kargzant are those areas which mark his great victories over the forces of the Darkness, the Cold and Chaos, or those places in which he performed great deeds to unite the disparate peoples who became Pent.

In particular, the Sky King Mountains are a holy site of Kargzant, though less important to the Kargzant tribes than to the shamans of Pent, as they are the birthplace of the Starlight Ancestors and the site from which Kargzant guided them, the Andarkon region of the Arkos River Valley, the first homeland of the Pentan united peoples, and the Celestial Eagle Hills, where Kargzant led the Star Captains to descend and defend the people. The sacred birthplaces of the other peoples who became Pent are sacred to Kargzant, but distant enough that the Pentans have little direct access to them except during times of resurgent conquest, such as the reign of Sheng Seleris.

The Star Watch Hills are considered a holy site, but one which is best avoided except to stand guard against the forces of evil. This is because it was here that Kargzant was betrayed by his brothers and almost died after fending off the forces of Cold, Darkness and Chaos.

Kargzant does not possess many permanent temples, though every Kargzant tribe has a mobile temple yurt which they will set up in their camp in a central position. Any tribe that contains Kargzant worshippers will attempt to build a temple tent, though outside of Kargzant tribes this will usually be more of a shrine. What permanent temples exist are known to the Pentans as monasteries, settled and staffed by mystics, retired khans and keepers of sacred secrets bound together into small monastic orders.

Holy Days

The weekly holy day of Kargzant is Fireday, with the Fireday of Truth Week in each season being particularly holy. The high holy day of the cult, which celebrates Kargzant’s ascension to Khan, is the Fireday of Truth Week in Fire Season. The Fireday of Truth Week in Dark Season is a special day of solemnity and preparation, marking the day that Kargzant descended into the Underworld after he was betrayed.

Sacrifices

Kargzant’s favorite sacrifices are ghee, birds, horses, and the arms and armor of defeated foes. He also is offered items made of or decorated with gold, reflective objects, and first harvested grains or fruits. Kargzant especially loves horsehair goods, red animals and red objects. Mourning sacrifices include cremation of the dead at sunset with smokeless fire, followed by sacrifice of fermented drinks, songs of prayer and recitations of the great deeds of the fallen through the night. At dawn, the priests consult the sunrise for omens and end the funeral.

Initiates

All initiates of Kargzant must have the Fire Rune with a rating of at least 1W. Their Fire Rune is effectively replaced by the Light Rune, restricting it to only the powers within the Light Rune’s subset. They may not use any Fire powers not contained within the Light Rune. Kargzant may also be approached through Truth and Mastery, however.

All new initiates receive a miraculous gift from Kargzant, but they are also sworn to a geas selected by the tribe’s Light Priests, which typically involves accepting a purity stricture. Initiates must be men, with women only able to join through the Nazangelorna Sun Daughter subcult. Initiates are required to join the war-horde of their tribe and must fight whenever the khan requires it. They are also expected to serve as herd guards, hunters or scouts for at least two weeks out of each season. The cult provides the weapons and armor that a warrior requires, but will not provide better or enchanted equipment unless ordered by the khan or lama.

Initiates are not rendered impure by contact with blood in battle until the battle ends.

Gifts and Geases

Kargzant grants divine gifts to his initiates, but at the cost of a geas imposed by the Sun Priests. Each gift grants a specific and narrow ability based off either the Light or Truth Rune; Kargzant does not gift from the Mastery Rune, as a khan’s power must be proven and earned. Each gift also comes with a geas, a specific and idiosyncratic taboo enforced by divine oath. The geas is to a degree chosen by the priest, and while a powerful gift always comes with a strict geas, an initiate disfavored by their tribe’s priests may find themselves saddled with a much stricter geas than the gift would normally merit.

An initiate receives a single free gift. These have included in the past the ability to see in darkness like a cat, the ability to fly while riding a horse, the ability to smell lies on the breath of a speaker, the ability to flare with bright light, or the ability to ensure no one can disbelieve the initiate when he speaks the truth. This ability is treated as a breakout and rolled as normal when used to see how well they work within the narrative. However, the gift always “works” - it is always true and cannot be removed or prevented, and any roll is merely to see how usefully it works. Further gifts may be purchased as breakouts, but always come with a geas.

The geas is an idiosyncratic taboo which must also be based on the rune from which the gift emanates. Geases are chosen by the Sun Priest administering the gifting ritual, but a powerful gift requires a commensurately strict taboo. Geases in the past have included: never eating meat on a Fireday, never eating the meat of birds, never eating any meat except bird, never eating meat at all, celibacy during every Truth Week, celibacy during Fire Season, total celibacy, never lying, never seeking shelter from storms, challenging all creatures of Darkness on sight, never trusting or believing a troll, never sparing a troll, never loving any but Earth cultists, or never becoming drunk.

Subcults

Kargzant has many subcults, often dedicated to great hero-khans and monks of the past. Most are small, with only a few dozen or hundred members or perhaps confined to a single tribe. Others focus on specific aspects of Kargzant or his children and are more widely worshipped.

Kargzant the Khan (MASTERY): This subcult is extremely prominent but also quite small. It can only be joined as part of the rituals that anoint a Kargzant khan, and so joining it requires the support of both Galana and Yu-Kargzant priests as well as the accomplishment of the testing. Khans are able to perform many deeds with their Mastery rune, including speaking with the tribal wyter, commanding the tribe, leading or inspiring the tribe, empowering their sworn warriors, or forming alliances.

Kuzhil Game-Player (LIGHT): Kuzhil is Kargzant’s eldest son, and he is the most competitive and the most skilled of all of Kargzant’s children. He is a master of archery, horse racing and wrestling, the three noble games of Pent. He prefers games to war, and he is renowned for having solved many disputes between his brothers by organizing contests for them to test their strength against each other. Game-Players may use their Light rune, among other things, to organize contests of archery, wrestling or riding, to perform trick riding, to perform trick shooting, to wrestle barehanded, to convince others to join a contest, or horse racing. He grants the Unbending Titan Feat.

Nazangelorna Sun Daughter (LIGHT): Nazangelorna Sun Daughter is Kargzant’s sister and one of the only siblings who did not betray him at the Star Watch Hills. She forswore marriage in order to woo the Ancient Horse, Unicorn, the only horse not born of Gamara or Galana. He joined her, becoming her second body, and the two of them stood as the most honored warriors of Kargzant’s horde. Only women may join the Sun Daughter subcult, and to do so, they must give up marriage, but in doing so, they are permitted to join the cult of Kargzant as full members, even becoming khans if they have the skill. They are the only people in Pent that may ride unicorns, and doing so requires a great quest to prove that the unicorn is the true home to the other half of their soul, as well as giving up all sexual congress whatsoever and maintaining a stricter code of purity than most other Kargzanti. Sun Daughters are able to call on their Light rune to, among other things, manifest or strengthen the horns of their mount, speak to unicorns, purify food and drink, cure poison, or make wild horses follow them into battle.

Jeweled Guardian (TRUTH): Jeweled Guardian was a Star Captain who followed Kargzant, a great hero despite never being at the forefront of battle. This is because he was the warrior Kargzant trusted to guard his camp and his family. Jeweled Guardian is the watchman whose duty never ends, who kept the spark of light alive when even Kargzant had descended into the Underworld. Followers of Jeweled Guardian may use their Truth rune to do things such as stand vigilant against foes, remain steadfast against temptation, keep hope from dying out, or stand against overwhelming odds. He provides the Shining Guard Feat.

Eaglehoof (BEAST): Eaglehoof is the youngest son of Kargzant, born when he returned from the Underworld. He is a joyful child, but a hunter rather than a warrior. He is the friend of eagles, racing alongside them and guiding their hunts, and the herd guardian, running with them and keeping them on the right path. Followers of Eaglehoof may use their Beast rune to hunt with a bow, to do falconry, to train birds, to raise strong horses or birds, to protect horses or birds, to heal birds of prey or horses, to defeat predators, or to navigate the wilderness.

Devotees

A Kargzant initiate that wishes to become a devotee must devote himself entirely to Kargzant, renouncing initiation to any other god and giving up all spirit magic, wizardry or other such things. He must also choose to either become a Light Priest or to declare himself a Light Son. The Light Sons swear to solemnly serve the tribe’s rightful khan, to challenge for the right to lead against an unworthy khan, and to defend the tribe from all enemies. A Light Son can belong to only one subcult of Kargzant, with the exceptions of Kargzant the Khan and Nazangelorna Sun Daughter, which may both be pursued in addition to the devoted subcult.

In either case, the devotee must have a Light or Truth rune of at least 11W. They are considered priests, but are focused on martial excellence. They must also follow a higher purity standard. While a Kargzant khan does not need to be a Light Son, almost all are. Light Sons are forbidden to ride any animal but a horse, and cannot marry anyone but the priestess of an Earth cult, most often Oria. This represents the unity of Earth and Sky. Light Sons must possess a golden spear and a golden arrow, and they are highly encouraged to wear golden jewelery and accessories. On all Firedays, they may speak only the sacred tongue, Firespeech, rather than common Pentan.

Light Sons who are men may never disguise themselves as women; the reverse is not true. Light Sons may not consume any fish, tuber or raw eggs. They are forbidden to show mercy to trolls in battle, and are permanently rendered impure and cast out from the cult if they ever torture any person - even a troll. A Light Son may not perform any duties of leadership while impure except fighting, and may not speak to or touch any woman or child outside their family while impure. Violating these rules results in punishment by tribal priests, usually a purifying fast and isolated vigil. As with most warrior cults of Pent, contact with blood no longer renders them impure until after a battle ends.

Light Sons are granted first spoils of any raid led by a Kargzant priest or khan, receive the first selection of meats at meals in Kargzant tribes, and are provided with weapons and armor by the tribe if they ever require it. Tradition allows a Light Son to select up to three Kargzant initiates within the tribe as their personal retinue, but must train them in war and lead them in battle. These warriors must obey the Light Son in all things, countermanded only by the tribal khan, until they die or become Light Sons. If they become Light Priests, they retain their required loyalty, which overrides the commands even of the tribal lama.

Common Kargzant Feats

Star Rider (LIGHT): The Star Rider is the young Kargzant, who rode to unite the disparate peoples of Pent. He is brave and just, seeking out those in need and offering his aid. He feels no fear when he faces monsters, and when facing an impure foe, his bones may break but his skin will not. When facing a foe at the request of another, he fights with the strength of two, and his horse and hawk each fight with the strength of a man. While he is pure, he may cast his eyes into his hawk or horse, seeing as they do, and they move in total understanding of his will. All strangers welcome the Star Rider in peace, but he must meet any demand to prove himself. He may not deny those in need, but he may ask a price of them for his aid. Kargzant typically asked the price of learning his ways and becoming his people, but sometimes asked for support or aid in his travels instead. While riding in pursuit of a quest or promise, he and his horse do not tire or weaken.

Heir to the Sun (MASTERY): The Heir to the Sun is Kargzant resplendent, chosen and anointed to lead by his father and mother. He has surpassed the challenges of worthiness and proven his right to be khan. When he gives orders, none within his tribe even thinks to disobey. He can always see just and fair answers to any dispute, but he renders himself impure if he is unjust in his rulings. While he is ritually pure, he can defeat any challenger to his authority, and any warriors that follow him in battle are bolstered by his light. He glows from within, as does his horse, and he bears the Sunspear, which burns impure foes to ash, and the Bow of Light, which pins shadows to the earth. Darkness flees before him. He is always the last to leave battle, though he may call retreat, and so long as his followers are loyal, he cannot die before they do. Even mortally wounded, he and his mount will hold onto life until his loyal followers bear him home for healing or they all lie dead. He may not bend his knee to anyone who has not proven themselves his superior.

Shining Guard (TRUTH): The Shining Guard is the protector of the camp, the loyal warrior who fears no enemy. He bears the Starlight Spear to reveal and destroy foes and the Mirrored Shield, to stop and reflect their blows upon them. He is steadfast and never deserts his post as guardian. So long as he remains so and is ritually pure, whenever is broken or defeated, his wounds are healed at sunrise, allowing him to rise again - even should the wound be mortal. He strikes harder the worse he is wounded, reflecting the fury of his foes, and he cannot lose ritual purity from contact with blood in any circumstance. He is never disloyal to his khan, and he may sacrifice his ritual purity to take on a mortal wound in place of his khan. The Shining Guard never challenges his khan’s leadership, and takes up the mantle of khan only if acclaimed by his tribe directly.

Unbending Titan (LIGHT): The Unbending Titan is the unstoppable challenger, whose noble and pure strength shines through in all situations. While he is in a state of ritual purity, he cannot miss a target, cannot be thrown in a wrestling match and cannot fall from his horse. He triumphs in all games of skill. In battle, while he is in a state of purity he moves in perfect unison with his fellows, leading by example. Only when he is impure can he be defeated. Even in this state, he wields the Bow of Light, marking enemies to be defeated, and he bears the Final Beam, the spear that pierces any armor. Those who follow him into battle cannot lose hope while he yet stands. He cannot retreat from a foe nor deny a challenge, however, and he cannot remain silent if he believes he is the best choice to lead.

Lesser Star Gods and Agents of Reprisal

Many Star Captains and other lesser lights of the Sky World swore service to Kargzant, either when he ruled as khan while Yu-Kargzant was dead or after he was given dominion of the world when Yu-Kargzant returned. He may call on them as he pleases, and many lesser Star Captains are worshipped by the cult.

The Star Captains

Most Star Captains appear as golden men and women or shining golden horses. They are the stars of the sky, and a summoner can only call upon them at night, when their star is overhead. They are busy with the tasks set to them by Kargzant, however, and rarely remain in the world long even if summoned. They will always depart at sunset, but are able warriors with a bow, hoof or lance, and may call on blinding light or starspear rays to strike foes.

The Blinders

The Blinders are the most commonly seen agents of reprisal in Kargzant’s cult. These spirits punish those who swear oaths on Kargzant’s name, including the geasa sworn by initiates. They are beams of starlight which shine in the eyes of their victims, rendering it nearly impossible to see anything else and making all kinds of actions difficult.

The Darkeners

The Darkeners are the grimmest of Kargzant’s servants, unleashed only on those who betray sworn oaths of loyalty to their tribe or violate their sacred duties to defend and protect their people. They steal the light of their victims, marking them forever. The victim and their horse both have their eyes and teeth turn dark and yellowed, with black tears leaking from their eyes and leaving unmistakable trails down their face. Any magic of the Light rune leaves them, as well, and any fire they light is dark and smoky, casting no light. This curse can only be removed with the aid of an atonement quest laid by a priest of Yu-Kargzant or a lama of Kargzant.

Elmal, Yelmalio, Kargzant, Antirius and Lightfore

Pentan worshippers of Kargzant are able to worship at the temples of Yelmalio or Elmal in a pinch (and vice versa), though almost none ever do so. The Pentans consider Yelmalio to be a false name of Kargzant, whom the City People of Dara Happa worship wrongly and foolishly by claiming he is a servant of the False Lightfore, Antirius. They tend to respect Yelmalion warriors, though they look down on those who do not ride. Likewise, they consider Elmal to be a false name of Kargzant, whom the Wind People of Dragon Pass and the Earth Country worship wrongly and foolishly, saying that Kargzant knelt before West King Wind and became his warrior. They respect Elmali warriors but see them as subservient and without ambition.

Antirius is the False Lightfore, the Foot Rebel, the City Star and the Weak Sun. He is despised by the cult of Kargzant as the usurper of Yu-Kargzant’s rule in Dara Happa, the enslaver of horses and, most gallingly, the author of the defeat of the Sons of the Sun, who had brought Kargzant and Yu-Kargzant’s glory back to Dara Happa in the Dawn. Kargzant worshippers cannot worship at temples at Antirius, even if they contain shrines to Yelmalio. Followers of Antirius could not worship at a Kargzant temple or shrine even if they both wanted to and were permitted anywhere near it.

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