All initiates of the Glow have been female Rebmans, all of them descentants of Lir. Males, regardless of their Lirid bloodlines, die if they attempt initiation. Or so Divines claim.
Initiates of the Glow can manipulate the physics of pressure and breathability underwater. They can generate 'Rebman' conditions or negate such conditions. The power meshes well with magic and can be used to empower water-elementals. The hundreds of thousands of underwater 'torches' in Rebma are Glow-empowered undines maintaining the area's life support system.
Invaders are hit with compression or decompression by Glow adepts, then finished off by the army soldiers and sorcerers. The Glow can also be used to sink boats.
Point costs:
5 points = personal effects
10 points = add ranged effects, small area effects, more lasting effects and the ability to empower elementals (if they are Conjurors)
15 points = larger area effects, long lasting ones, more powerful elementals.
It's horribly effective in deep water, useless out of it.
Known initiates: All the Divines and most Rebman noblewomen with decent Psyches, Llewella (grandmaster level), Melissandre (beginner).