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jajagappa

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Everything posted by jajagappa

  1. I think Chaosium's intent is a series of regional sourcebooks for Dragon Pass and Prax. Sartar, of course, comes first. But there's a lot of content in the queue after that, so we'll wait and see.
  2. Wind children exist in WB&RM, so I think they predate RQ (and thus would be Greg) You can find both in Wyrms Footnotes #8 in the Spirits of the Sea article. RQ was out by then, but did not yet include either, so would also be Greg's creations. Possibly those date to much earlier stories about the west? Maybe @scott-martin knows?
  3. Assuming you're talking not only pre-Dragonrise, but pre-Circumnavigation, my thought is that on the whole they are still largely a loose confederation of ship captains with their crews still heavily drawn from the core Yggs Islanders (and perhaps supplemented by pirates from Alatan) who have decided to follow Harrek. Harrek led them to a great victory over the Holy Country fleet in 1616 and this has allowed the ship captains fairly free rein in attacking ports along the southern Genertela coast and now including the Mirrorsea. They take what loot they can, but that increasingly dwindles as they've already attacked most of the ports they can (without needing to call upon Harrek). So the call to go on the Circumnavigation, support Harrek, and gain new sources of loot, treasure, and magic now has great appeal. (By the time they return, they've been forged into a more cohesive force that can raid deeper inland - fighting at Pennel Ford, helping liberate Heortland, and some even preparing to join Broyan or later Argrath.)
  4. There's a lot of good content in the RQ pipeline - we just have to patiently wait to see what proceeds through the queue. In the meantime, there's lots of good stuff in the Jonstown Compendium! Take a side venture over to Nochet or a sea journey off to Teshnos and the East Isles. 🙂
  5. What Jeff has previously shared on FB and available in the Well of Daliath is it: Heortland Map I've no insight where it is in the queue at this point, but definitely not part of this year's releases.
  6. Song (and dance) will be part of most temple ceremonies (not limited to Aeolian ones). For Aeolian temples, I'd expect choruses accompanied by wind instruments, cymbals, dried gourds with seeds, etc.
  7. Clearly Ginna Jar is the back side of the mirror! She always there, but can never be seen (by the living).
  8. No, definitely different places! About 30km apart. Ezel is the centerpoint for Ernalda worship, the Necropolis for Ty Kora Tek.
  9. Earth temple in Snakepipe Hollow seems like a logical choice, and I like Cam's Well (vs. the Paps). In Esrolia, I'd go with the Necropolis over Ezel or Nochet, well within the grasp of Ty Kora Tek. The other likely place in Esrolia is Asrelia's Hold, however, I'd be more inclined to say that Asrelia took her piece back deep into the Earth and you now have to retrieve it from the Dancing Jar. Axe Hall could be another option in Babeester Gor's grisly treasure hold. See Esrolia: Land of 10k Goddesses. It describes the temple complex there (and for visual look at the cover of Treasures of Glorantha). Besides the temple complex, the Grandmothers' Council rules there so all 200 noble Houses maintain part-time dwellings there. And of course the priestesses of all the temples have their residences, and Babeester Gor undoubtedly has a chapter house there.
  10. This was called in the RQ2 days: "What it takes to Convince the Examiners". The article by Greg on this appeared first in Wyrms Footnotes #13 and was reprinted in the Glorantha Classics Cult Compendium (p.54). This is a BIG DEAL for any cult! (Even Eurmal 😜 ) There will be a ceremony, a worship service with a blessing by the god, prayers, and when that's all done - a FEAST!!! Of course, all that can be hand-waved, but if it's a PC, I'd play up the event and give the PC opportunities to be generous, to show their Devotion and their Loyalty to the Temple, and reward them with appropriate gifts/loaned items from the temple.
  11. If you're looking to create Glorantha content then you can do so as part of the Jonstown Compendium community program, but it needs to be material for one of the three noted game systems (RQ, 13G, or QuestWorlds). It's straightforward following the community content guidelines to write and publish your Glorantha material. @Nick Brooke can provide lots of guidance on what is or is not allowed with that. If you're looking to do something else related to Glorantha, then you would need to talk with Chaosium as anything else would require licensing arrangements. In that case @MOB would be the right contact.
  12. Nochet: Adventurer's Guide is now an Electrum best-seller!
  13. If one goes by the Glorantha Sourcebook, p.39, the following are roughly inferred: 1625, Seaseason - 2nd battle of Moonbroth 1625, Seaseason - Argrath follows up with the Liberation of Pavis (after the battle of Moonbroth) 1625, Fireseason - Argrath's army is routed on the way to attack the New Lunar Temple 1625, Clayday, Harmony week, Earth Season - Dragonrise as noted above While the dragonflight is visible immediately, news of the extent of the disaster probably takes a couple days by messenger bird to reach Furthest. By Death Week, Boldhome and Jonstown are taken. It probably takes a week+ for the Tarshite forces to organize and march to Alda-Chur, so roughly: 1625, during Stasis Week, Earthseason, Tarsh seizes Alda-chur Then per David's note above: 1625, God Day, Movement Week, Earth Season, Battle of Dangerford
  14. This is part of what the Shaman teaches their apprentices. It is why they teach Spirit Lore, Spirit Travel, and Spirit Dance so they can recognize when they start entering the region of a God and move away. As the shaman becomes more powerful, and has bound lesser spirits, they begin to accumulate other tools to use in their Spirit World adventures. If for instance, they end up confronting a god unexpectedly, they might throw away a lesser spirit as a distraction or sacrifice to delay the God and facilitate their own escape.
  15. Much like Leto II in Children of Dune in finding the path between being dominated or overwhelmed by the inner spirits (the many spirits and demons of the Spirit World), being consumed by the worms or destroyed in the desert storms (the god powers), or integrating the whole into himself so that he can stand face-to-face with the god and stay himself.
  16. Once upon a time, Greg described his views on how the approaches differed. You can see an overview of this in Arcane Lore p.15, but did appear in a number of other earlier sources that he drafted. The distinctions/approaches he provided in that work were: Liturgism; Venerative worship and sorcery magic Veneration is the method of worship. It is submission of the individual to the All, usually through the agency of social institutions whose leaders (sorcerers) can direct a portion of this veneration energy to perform magic. Animism; Ecstatic worship and shamanic magic Worship includes any ecstatic behavior that merges the person and world, such as trance inducing dances, deprivations, possessions, or other methods of merging with spirits or nature. Ecstasy is the personal experience of the Life Force inducing a transcendent event. Integration and rejection are the methodologies. Integration of the individual into the large world is experienced in the ecstatic moment, and subsequent training and experiences allow integration for longer periods of time and with larger entities. This results in magical actions performed by the person without effort. Integration of entities into the collective "us" is mutually rewarding, and internal adoption of disembodied entities is necessary to progress towards higher religious power and purpose, which is merger with Nature or one of the Great Spirits. In dealing with outsiders, whether "Them" people, spiritual, or demonic; interaction may be in the form of begging, bargaining, tricking, conquering, requesting, or surrendering. If successful, the natural entity or spirit merges with the shaman, granting its powers or its service. Theism; Sacrificial worship and divine magic Theism is the practice of making sacrifice of time, attention, and material goods to cooperate with deities. Deities (gods and goddesses) are entities that underlie the whole world. Worship of a god consists of sacrifices to it to strengthen it, and to guarantee (as much as possible) that it will deliver its magic when promised. Sacrifices include time, by participating in regular ceremonies; material goods, both as sacrifices and to support priesthood; and includes following customary behavior and evaluations of right and wrong. Cooperation with the Greater Powers is the primary method of Sacrifice. Following the actions established in Creation, people engage in a non-equal but reciprocal relationship with the immortal powers of the world.
  17. To shamans, most gods will be "villains". They want something from the shaman (their soul!) which the shaman doesn't usually want to give up. So if your shaman encounters them, the gods will be devious and dangerous, perhaps offering Faustian bargains.
  18. Chaos did not exist before then in the world.
  19. Yes, that can make the difference. What you show above looks good.
  20. Although I can't tell for sure, it looks like there's a slight cutoff of text at the bottom of your text box. Assuming it is just that line, I'd suggest adjusting your "Choralinthor Bay..." paragraph to not indent so that you don't get the one word carryover at the end of the paragraph, and that would adjust your text up by one line. Alternately, remove the space/line before "Key". If there's any entries after Stormwalk Mountain that have been cut off, you might need to do both (or reduce the font size slightly of the index entries as another option). I do like the reformatted version with the single text box.
  21. Well, those with a dream of restoring the Maboder would need to find a new ally - maybe they'll petition Argrath, or the next Cinsina leader, or whoever else they can get to support them. Yes, that seems a likely path to me.
  22. Well, the Telmori are there, and no longer have to fear Jomes, so likely take to raiding the herds and flocks of surrounding clans rather heavily. There will be a few of the old Maboder clan around who now want to reclaim the lands for their own (but with what resources?). The Cinsina, Culbrea, and Torkani may all want to take control of some or all of the land, if they can only find a way to drive out the Telmori. And these squabbles/struggles will likely continue until a strong Prince of Sartar can find a way to resolve it.
  23. Central to the Demivierge's strategy (and therefore the Warm Earth Alliance) is that she is the lover of the Warlord of Porthomeka, who after Broyan's death is probably the most important military figure remaining in Esrolia/Caladraland. The Demivierge is not just impeding Nochet "just because", but because she and Samastina are effectively dueling to become the "avatar" of Ernalda and Queen of Esrolia (remember that Samastina is only Queen of Nochet and North Esrolia, not all of Esrolia as of 1625). Each will use the tools and allies they can to win that struggle (while trying to avoid devolving into Civil War again). Likely the Demivierge and the Warlord focus on conquering the Vinavale, maybe Thonble, and controlling South Esrolia. They'll encourage the Trader Princes as that should reestablish wealth for them. She might well accept refugees from Nolos and Pasos fleeing the Seshnelan conquests. Would she consider allying Harrek against Samastina? Or maybe she'll encourage the Grazers to raid Samastina's lands?
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