Jump to content

All Activity

This stream auto-updates     

  1. Past hour
  2. I am pretty sure that in a polytheistic culture you find god / demigod / subcult / hero / ... you prey (obtaining or not blessing and magic) for everything known by the culture. The only absence would be for weird foreign activity (in that culture) but, after been adopted, this activity will be assigned to a god too (after all, there is a god of sorcery even in orlanthi culture now) Of course it seems impossible to me for chaosium (or anyone else) to list every thing, every one, every where. the focus must be done to the play. Sometimes I discover some gods I found from "nowhere" in some posts by official or glorantha lore masters. The main issue I see is this lore is given but already lost for the next generation (one month later) but I don't know how to solve this problem. (I know there are some publication like arcane lore, etc.. but they are hard to use as source of knowledge by some of glorantha fans) That's for me the fate / curse of glorantha, more than chaos, more than eurmal tricks, more than rules unbalance / inconsitency, this world is so great than everyone expects the higher level of description for what is important to him/her, sometimes for play, sometimes for lore.
  3. Nah I'm pretty sure ABBA are hard core RQ players. You can't write something as profound as "Bang, A Boomer-boomerang" without knowing how Nysalor, Sedenya, and Argrath all fit together.
  4. Today
  5. Thanks for reposting that. I am not using the term "cottar" at all as it is laden with cultural associations that don't necessarily line up with the Orlanthi. Here's that definition of terms again: UNFREE This is a person who is not free to do as they will, but instead is designated as property of someone or something else. The exact nature of a slave varies greatly. Domestic slaves have some skills useful within an educated context. Crafts slaves have some useful crafting skill. Labor slaves are unskilled and generally miserable. Ransom: none SEMI-FREE This is a person who is not property but is not a full free member of the community. A client of another person is typically semi-free as they are not independent of their patron. They are bound to their lands or professions, or work somebody else’s land, livestock, or workshop and are usually unable to leave without permission of their lords. They do have some legal rights and are protected by their patrons. Ransom: 150 to 250 L FREE COMMON This is a free person with legal standing in the community. They usually must have some property or other means of reliable income, and are expected to perform some responsible civic duties as well. Ransom: 500 L FREE WEALTHY This is a Free Commoner with enough wealth to be armed and equipped better than their peers. They might have military duties, like thanes; religious duties, like priests or scribes; or they might be wealthy farmers, merchants, or crafters. They have increased social standing and civic responsibilities. They may have reached this status through their own pluck, official appointment, or other means. Ransom: 1000 L LOW NOBLE This is the equivalent of a landed knight or chieftain, the lowest of aristocratic circles in many cultures. This is the equivalent of a chief priest of temple. Ransom: 2000 L MID NOBLE This is the ruling class – the equivalents of barons, counts, tribal kings, high priests, city mayors, etc., or important retainers of high nobles. They are generally urbanized in customs. Ransom: 4000 L HIGH NOBLE This is the uncommon nobility, of the highest rank. This includes the rulers of an entire region – kings or queens who rule over many tribes (such as Esrolia, Sartar, Tarsh, etc.), Lunar Satraps, and the Prince of Sartar. Ransom: 40,000 L
  6. That's all well and good for podpeople... castaways... whatever they're called. Is there any nice text-based descriptions or details? 😇
  7. That's what happens when you read too fast, thanks!
  8. It's also very possible that none of Agnetha, Björn, Benny, or Anni-Frid ever got fannish enough to go to a 'con, or encounter filking... You cannot sue what you do not know of ...
  9. Did you read my 7th of may post? I indicated how to get it...
  10. I would be interested in that Book of the Red Cow myself. Does anyone have it?
  11. Forgot, also from the Locaem Map (page 29): It's not clear what are 2nd roads/trails or if any are boundaries. dashed - roads, dots - tribal boundaries/trails? Hillsedge looping past Raven, and round to Gold Torch Inn looks like a boundary, but the other dotted lines look like trails, e.g. Bend to Two Top. They'd be room on the legend removing the key for Large City (none on map), and places of interest (as these are all labelled on the map anyway, which applied to ruins as well I suppose)
  12. Also missing from the Locaem Map, page 29: Old tombs (presumably tumuli outside Famegrave, hence the name!) Slate ridge Also the clans aren't marked (but probably intentionally, not to overcrowd the map) Lastly the map legend swaps the key for bridges and waterfalls.
  13. Leingod

    Gods of stone

    Well, I'm not super knowledgeable about the Holy Country in general, but Whitewall is the capital of the Volsaxi Confederation, yes? It might be that Heortling cities are usually built to be (or used as) the center of power of a great king ruling over multiple tribes, not something that multiple tribes come together to build without surrendering their independence; city-building is probably not usually seen by the Heortlings as a way for several neighboring tribes to come together in burying old enmities and forging new alliances, which is how Sartar used it. It's also known that Sartar is the one who invented the City Ring and the position of Mayor, to give both every tribe and the city-dwellers a voice in how the city was run. And that further ties in with Sartar's novel use of city-building as a way to bind people together by giving them something they all had a stake in maintaining.
  14. I definitely agree with suspicion and a refusal to leave their clan lands to live in a "foreign" city (insofar as things that have been around for hundreds of years can still be called such) is probably a big part of why the Trader Prince cities are small on the one hand, and on the other the Trader Princes themselves are mostly interested in just having a secure stronghold to meet their needs, service travelers, and facilitate trade. Anything else would be a bonus, and likely a costly one if the Trader Princes are going to be the ones investing in that (and who else would it be?). So a city of 3,000 or so is just fine as far as they're concerned; it doesn't take a metropolis to make money off the caravans. On the other hand - and I realize you probably weren't actually being very serious about it - I feel like the simple realities of the situation keeps it from being a situation where the Trader Princes are despotic imperialist exploiters of the natives like you've kind of implied. The Trader Princes don't have a strong relationship with their ancestral homeland that would allow them to bring in reinforcements if the natives got uppity (and have also adopted the local languages and a lot of their customs), and they also don't have enough of a technological or military advantage (especially not the latter, since their military is mostly elite mercenaries drawn from the local clans and the Pralori) for their position to really be something that could ever exist without, at minimum, the grudging tolerance of the people around them. Notably, when the Guide describes Dormal's companions, one of them is "Edro, an ambitious Esrolian merchant anxious to compete with the Trader Princes of Maniria" and another is "Mendalan, a bankrupt heir of an Esrolian ship building family." I suspect at least part of the motivation for going west first was that Belintar wanted certain parts of Esrolia to be lifted up and others to be brought down a peg by making the Manirian Road much less of a money-maker while reviving shipping.
  15. lordabdul

    Gods of stone

    Yeah, and wattle-and-daub, along with dry masonry, are fun mostly because they can optionally include the one thing every Orlanthi clan should have more of: cow dung. It's used mixed with soil and straw and stuff for the daubing in the wattle-and-daub wooden houses, but it can also be used as heat insulation in dry masonry by just sticking it between the stones. In my ever-in-prep Far Place campaign I was thinking of having a stead where "cow dung" specialists live, as insulation is important in colder places. A family with stinky hands, but a very important job.
  16. Thank you for your kind words. Will it handle big ships vs. big ships? X-Wing scale "dogfighting"? Yes, from pirate corsairs to fighters to couriers. Still working on capital ship details, but the basics are in place. a commercially-salable product? Yes, I am hoping to release the game in the next few months. are you planning to release it under the BRP-OGL license? I hope so. Still waiting on Chaosium to define some things before I can determine if I have made too many changes to call my game BRP.
  17. This looks really, REALLY good! Do you mind answering a few questions...? Like... RE "Starship combat" -- will it handle big ships vs. big ships? X-Wing scale "dogfighting"? Like... is this aimed at a commercially-salable product? (it looks that way, to me) Like... are you planning to release it under the BRP-OGL license?
  18. Honestly, that sounds about right. EDIT: and thanks for the book suggestion
  19. I always thought the inland Trader Prince "cities" are basically their damn fine Vancian Western castles (the nicest stone architecture for many miles around), with what are basically large pig-villages outside the outer walls. Most Wenelians wouldn't settle in the lap of their exploiters, so the populations stay low; the nobles are busily inbreeding and arranging lucrative marriage contracts up and down the road with whatever rival families seem least likely to assassinate them at any given moment. (I could be wrong, and so could they) If you haven't read Votan by John James yet, you might enjoy it. The story starts by being about Photinus, a civilised, sophisticated Greek merchant, and his attempts to get to the root of the Amber Road. When for various reasons he ends up "chained to an oak tree, half-way up in the middle of nowhere, with wolves trying to eat [him] out of it" and is mistaken for the Allfather of the German tribes, things get more interesting. A great book, one of my favourites. (I see it's available on Kindle now, with an introduction by Neil Himself, so that's a thing) Cheers, Nick
  20. The last of primary Sabre manuals is complete Sabre 2e Scifi Encounters
  21. Yes, clean dishes are important Sadly, I do not know Kojeve at all. And I don't have my thoughts in order about what happens to the Trader Princes. The short version: Chaos vs. Helerings vs. Neo-Entrulings vs. Glorantha Socialists. As for Dormal, I could believe any of those options.
  22. Ok, back Regarding trade, according to the Guide, the Manirian Road was primary about luxury items, so I suspect that it was very vulnerable disruption on either end. So, I suspect the Trader Princes have risen and fell several times. So, the boom times were great, and then things go bad for a while. As far as pressures limiting the population, even before the Godlearners started mucking around, Maniria never seemed to easily support a large population. The parts that did (The Wenelian Penninsula and the Slontos Coast) are now underwater. Scott is 100% right that there are probably a lot of pacts about clearing land, especially around Sweet Valley, Tall Castle, and all of Bastis. It makes complete sense that the Elves (and the Prlalori by extension) extended their power in Maniria after Slontos sank. Regarding the Goddess Switch, something I kind of like is that the Manirians are caught in a double bind: the Elves can "heal the land," but doing so means it is a forest and not suited for agriculture. I did the math. Both Maniria and Esrolia have roughly 10% of their human population in urban centers, so I can't really argue that there's a cultural difference in how much they prefer cities. There's just fewer people.
  23. Really, each of the borders between each of the 'planes' are fuzzy. And are fuzzy in several different ways. Below, barrier means magical border between planes, often but not always between the Mundane and the HeroPlane. On one day, it may be harder to cross a barrier and on another easier. Holy days are known to influence this, as are the phases of the moon and wanes for Moon worshippers. In some places or regions, a barrier is stronger or weaker and in some very magical places, a barrier does not exist or completely changes form, e.g. Hellcrack to the Underworld. Certain areas have a lesser barrier to the GodPlane for aligned worshippers, e.g. the region around KeroFin for Orlanth worshippers; Temples of the Reaching Moon. Some magical tools change the strength or nature of a barrier, e.g. the Eye of the Halfbird. Being in the presence of a Demi-God erases the barrier between the mundane and the HeroPlane, e.g. Moonson, Belintar, Harrek, Ralzakark and many more. There's likely several other influences that I can't recall or half recall as a write this: community support; the needs of a story; and more.
  24. Another question for the tribe, regarding this from the Sartar Companion's Argan Argar cult write-up: The Silver Age Heroes have come up before in this thread, and they may or may not be included among beings who joined the Household during the Kingdom of Night--they are probably no longer part of the Household, after Belintar heroquested to win them to his side in his war to depose Ezkankekko. This was written for the 1600s version of the Argan Argar cult though, so presumably Belintar did not suborn all of the Loyal Household, and maybe some have returned since Belintar's dismemberment. Does anyone know of other entities that might be included in the Loyal Household, or ways Argan Argar worshipers manifest this element of the cult in the world?
  25. Sir_Godspeed

    Gods of stone

    Sure! I was more addressing the community organization aspect of it, to be honest. I believe there was a thread a way back that had art references for Orlanthi settlements from the Vingkotling to the modern age, and they included both cyclopean dry masonry and other techniques. Also, there's the Ernaldan square house, which is going to be the canonical basic template of Orlanthi steads going forward (although they already exist in artwork from Pavis), and those can be made in all sorts of ways, including wattle-and-daub, brick and mortar, logs and dry masonry.
  26. I should be doing that too! My feeling rhymes with yours that the Princes are probably not the best and brightest. They might have had a golden age once but those days are long gone for most. On the other hand, Hero Wars may get a few to rise to the occasion and recollect themselves. I was gonna make a Kojeve joke somewhere to go with the Habermas, maybe it's in here somewhere. EDIT TO ADD VALUE: What's interesting is that once Belintar gets the boats working again the first voyage goes west to seed ports in that direction. He doesn't send a mission to Kralorela until well after Handra is happy. This tells me that (options) 1. The stuff he wanted most was in Handra's direction . . . maybe he preferred their tea. 2. It was intelligence he really craved and the mercantile applications were a nice side bonus. 3. Circumventing the Princes would destabilize rivals of his court and give his friends (Prax-facing Issaries) time to pivot.
  27. lordabdul

    Gods of stone

    Yeah I think that's really what's going on here... and to clarify things given @Tindalos's reply, I didn't quote Morrisson for the "it's a made up story!" bit, but more for what I interpret as his actual point behind this quote, which is that details like "who's pumping the tires" are irrelevant to the story unless they are relevant to the story. That is: the story is most probably about Batman using cool gadgets, doing detective work, and punching criminals... so nobody cares about the tires. Similarly, the stories in Glorantha are about the relationship between mortals and deities, the clashing of cultures, magic, and so on -- not about resource management and distribution... until it is. Maybe we'll see something coming out of Chaosium on that topic, and so they'll have to think about how it works given everything that was published before... otherwise, maybe that's where your/my Glorantha varies because that's what we are interested in. You can still build fortresses and towns and cities without using much masonry, though, no? Like, late-neolithic walls vs. late bronze age walls?
  1. Load more activity
×
×
  • Create New...