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davecake

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Everything posted by davecake

  1. I definitely think Babs is not missing out by having Slash as her damage enhancing spell, and while Crush is maybe not quite as good, it’s still nothing to complain about. Yelmalio, of course, is absolutely missing out, and is at the point where it’s kind of inexplicable how bad a warrior cult it is. Literally worse weapon enhancing magic than not being in any cult at all - they get no weapon enhancing magic offered, not even half price Bladesharp or Speedart, but lose access to Fireblade and FireArrow, both which would be incredibly useful. In full Pike and Shield mode they are at least decent opponents when in a shield wall, but otherwise they are pretty terrible! Lack of FireArrow reduces their effectiveness as skirmishes and archers, 1H spears are pretty terrible weapons (every other 1H weapon has a standard 1d8+1 version, but short spears do only 1d6 +1, and for some inexplicable reason the standard 1h hoplite spear (doru) appears not to exist in Glorantha, despite all those hoplites). And shield walls are much easier to break in Glorantha, with Demoralise and such. Notably Dara Happan hoplites do a lot better - they have access to True Spear via Hastatus (an associated cult of Polaris and others), and Fireblade. And have better archers too, with access to FireArrow, and Sureshot via Sagittus. So Yelmalios reputation as formidable troops relies, it seems, largely on no one else having learnt how to fight in a pike shield wall. Though it’s true that they are going to have a higher percentage of weapon masters due to Gifts, and the advantage of Gifts in war is that they do not require expenditure of magic points or Rune Points, so are always there. Still, Yelmalio always has been, and it seems still is, uniquely terrible at being a warrior god. And their only unique combat useful spell is Sunbright, which is very minor unless fighting trolls or undead, and they can only Enchant Gold, one of the least useful rune metals. Orlanth is probably the next weakest of the major warrior gods as far as weapon magic goes, and has excellent access to spirit magic, with half price Bladesharp and Strength, as well as excellent defensive, ranged attack and battlefield mobility magic, and can Enchant Iron.
  2. I took ‘often magically slid off their fur’ as saying they weren’t fully immune to non-magic weapons like Telmori, but being vampires had often buffed themselves with significant quantities of defensive magic.
  3. In Troll Gods for RQ3, troll smiths are presented as usually spirit cult worshippers of Lodril, who can use the Heat Metal spell to melt lead without fire if necessary. I think in RQG this would be Gustbran instead, Lodril son and the patron of forges and kilns and those who use them (though trolls do have a relationship with Lodril). Troll smiths also sometimes use fire, though ones that generate mostly heat rather than light - and other trolls think of them as suspicious magicians because of it.
  4. No (as Jeff says), they are not canonical. The gods book will present Jakaleel as a Shamanic cult (and, of course, as part of the Seven Mothers cult). But… canon is not simply about what is and isn’t. It’s about a shared baseline, what the big strokes of the world are like, what things are significant. Canon deliberately does not fill in every detail, because there is always space for players to fill with their own ideas. The Lunars are a culture that very much values (indeed, is founded on) a culture of syncretic magical innovation, and have had a few centuries of their best magicians being Illuminates actively combining multiple magical forms and trained to coordinate with each other, and in many cases explore each other’s mysteries. Canon does not try to present it all, nor should it. It’s entirely plausible that an enterprising Lunar Sorcerer Illuminate, probably of the Major Classes of the Lunar College of Magic and used to working closely with Jakaleel Witches, began a project of achieving similar effects by sorcerous means (maybe also getting into Spolite sorcery too), and treats it as a form of sorcerous veneration of Jakaleel (whether or not other Lunars think it makes sense to do is almost beside the point). If you want such a sorcerer to show up in your game, why not? The rules certainly permit a sorcerer with Darkness and Ghost controlling/summoning magic. And if you want this sorcerer to blather on about being part of the Spindle Hag School and be an Illuminated Lunar in the LCM, etc, why not? Don’t let them being non-canon stop you. Just don’t expect such obscurities and oddities to be acknowledged in canon products, to be significant in numbers or in their effect on the shared story - but they can be in your Glorantha and your story. A sorcerer who summons Lunar demons and commands ghosts sounds a cool campaign villain, with some interesting potential differences to Jakaleel witch-shamans. Personally, I am glad that the Gods book will not be going into the excessive proliferation of entities that fill every niche, no matter how specific, with a named entity with its own full writeup. But I’m also pleased we have the JC so if we want to produce versions of such things for our own games, we can.
  5. FWIW, I think it makes reasonable sense that Issaries is not particularly matriarchal in Esrolia. Trade is the domain of Issaries, but finance is the domain of Asrelia, and has the upper hand over the traders, at least until the recent Opening of the Seas, and even now it is Asrelia who finances trading expeditions, has stores of the rarest and most desired goods (and all the other goods too, really), owns the warehouses, etc. The Esrolian Grandmothers of the Asrelia cult control more wealth than Emperors - and the Issaries traders are one of the several parts of the system by which they convert that vast wealth into even vaster wealth. Though obviously opening the granaries to feed people during Ernalda’s sleep during the Windstop, the expenses of war, various complications with pirates, and eventually probably some enormous scheme of sea walls and dykes during the great flood is all going to take a bit of a hit to the bottom line.
  6. No. Etyries is only known through the Lunars - she is really (historically) more like a heroquester who proved she was a daughter of Issaries, and devoted herself to the Red Goddess as well, during the historical Zero Wane era (in the Third Age), so bounded by history and time much more than Issaries is. She is a foreign goddess who is strongly associated with the Lunar culture. That said, Esrolia in general, but Nochet especially, is pretty welcoming of foreign trader gods. Etyries will be strongly associated with the Lunar culture, but not necessarily seen as that linked to the Lunar Empire by most people (even the Asrelia’s Grandmothers who seek to maintain financial domination are not opposed to Lunar trade, as long as they set the terms). But as Jeff says, the number of worshippers will be small, probably mostly shrines, or temporary shrines, set up by Lunar traders directly. It might have been something more permanent in that Lunar temple in Nochet, and then replicated in other trade centers - if history had gone differently, and the Nochet Lunar temple hadn’t been burnt down, and the Lunarisation works of the Red Earth Alliance looted and razed. Side note: in my take on the various pre-Dragonrise attempts of the Lunars to take over Esrolia, by political conspiracy or warfare, Fazzur is very much motivated by his awareness of the absolute squillions of Lunars to be made by joining the Oslir trade route (which his lands sit astride) to the Nochet connection to the oceanic trade routes. He sees the chance that an alliance between his control of Dragon Pass in general, and Kordros Island in particular, and Queen Hendira and her control of Nochet could make them two of the richest people in Glorantha - which is why he is so outraged when the Assiday, heartland jerks who care only about the religious implications and impressing the Emperor, mess it all up 🤬🤯not only do they predicate the uprising, ultimately losing it all in their arrogant triumphalism, but they don’t ever realise what they have ruined. I don’t think the reasoning is entirely wrong, but it does not happen due to history - direct Lunar trade to the Holy Country is a very recent thing, and it hasn’t had time to develop any distinct regional flavour, and it won’t get to because it’s already pretty much gone again. But if Fazzur and Hendira had succeeded it probably would have, maybe not via some Etyries Travel and Journeyer turning up and pointing out Etyries is really that 17th statue from the left (see that red colour?) in a temple at Ezel or whatever. (though maybe the really awesome option for a budding Etyries mythic engineer would be tying a Blue Moon connection to the Red Moon in with control over the tides and the secret Moon association with the God Forgot area for a Lunar sea trade cult - definitely something for an alternate Glorantha though, not the one in which Argrath and Samastina and Harrek run them out of the place).
  7. I think a better way to think of it is that essentially all Gloranthan cities have wyters (whatever they are called in the local tongue), sometimes those wyters are also worshipped like gods (or have some close magical relationship to the city god, so that they effectively parts of the same cult). Sometimes the wyter is the spirit of the founder, sometimes a spirit of the place, sometimes some other being, sometimes an a more abstract sorcerous entity, or all sorts of other things. Sometimes it is also worshipped, and grants runespells (usually just City Harmony) and has a priesthood etc - but that’s not the only model. I suspect even for the Rokari it will vary a bit by city and history. Some of the wyters of the most ancient cities of Seshnela are likely to be spirits of place that once were worshipped with pagan Earth rites that are now largely ignored or suppressed (or hidden from the zzaburi), or reduced to mere off traditions beloved by the common people. Some of the most modern and devout cities will be pure spirits of unity summoned by the sorcerous founding rituals, who mighty powers are available for use by the zzaburi fairly directly. In between will be cities whose founding ancestor is the city god, and still acknowledged by their Talar descendants. Many do grant access to the City Harmony rune spell via the correct rites, which are considered appropriate for the Dronar to participate in if properly overseen by the Talars. In New Loskalm, the city wyters have been purified by Men of All rituals and heroquesting of pagan roots and heresy, and so they attempt to guard their citizens against the corruption of the world when directed by the Lords. Or so they say, and it certainly worked well during the Ban, and everything is fine in Siglats Dream.
  8. Alpaca herders usually keep some llamas with them. The llamas are very good at dealing with predators, which in turn makes the alpacas calmer and less stressed. I just imagine the alpaca thinking ‘Don’t worry about that fox, the llama will deal with it’.
  9. Dogs are good for herding some animals - cows and sheep, for example. But most Praxian herds are not cows or sheep. For herd dogs to be useful, the herd animals need to be slower (otherwise they tend to scatter the herds) and the herd must be at least somewhat afraid of them. I think Impala and sable might be too fast, and bison and llamas not afraid of them. (if you own standard llamas, it’s not uncommon to find foxes and similar predators stomped flat - I bet high llamas it’s even more so). of course, the Pol Joni herd cattle, but are Orlanthi enough to disdain dogs for alynxes.
  10. Yes, correct. The Auld Wyrmish spoken and written forms are very different! Not only do humans find spoken Auld Wyrmish impossible to learn above 25% without surgery, written Auld Wyrmish is not actually used by dragonnewts, just by other races with an interest in draconic thought (very rare outside the EWF). so yes, Pavis (and other EWF ) sorcery will use Auld Wyrmish.
  11. A lot, most even, of the 10,000 goddesses are not what we would consider goddesses, with their own cult, in the rules. A nymph, for example, can be considered a very minor goddess, of a specific place. In the rules they might be a nymph, a spirit of a place, a spirit of retribution, the cult spirit that teaches a particular spell, or that you encounter if during the heroquest that teaches a spell, or a minor hero cult, or a specific aspect of a cult. There will be multiple goddesses of particular plants or animals that turn up when that plant or animal is the subject of magic. Hundreds of ancestors so mighty and worshipped they are minor gods to their descendants. And it’s perfectly legitimate that the Esrolians call them goddesses, they don’t know the game rules, but do know all these beings are manifestations of the divine. But there are probably at least a hundred that could be considered goddesses in the full sense of granting rune magic, having a cult, etc and that’s a hell of a lot.
  12. Flintnail is just an Openhandist and Individualist dwarf sorcery school using dwarf Maker Magic - it seems mostly Rock caste magic, but there might be a little from other castes mixed in, maybe a little Tin dwarf magic.
  13. I’d tend to agree with @metcalphthat EWF cantraps and minor magics are best done in RQG rules as spirit magic with different names and minor variations, learnt from draconic beings rather than by normal shamanic or rune cult methods but essentially the same, and looking a bit draconic. Draconic EWF magic I think is basically a variation on Dragon Magic that Dragonewts use, and can only be learnt by non-Dragonewts after experiencing draconic Illumination, and then with difficulty. It’s mystic and strange and is almost all around manifesting aspects of the physical or spiritual form of a dragon, and actually using it other than in draconic ritual has adverse spiritual consequences. Even some draconic beings, like wyrms, find it incredibly difficult and usually don’t use it, and very few humans seem to have become good it. EWF sorcery is different to either, it’s sorcery based on a different understanding of the metaphysics of the world, around the EWF magical plan of restoring (their idea of) the Golden Age. It’s effects aren’t necessarily draconic. The magic of Pavis, and the magic of the Remakers, and probably ultimately Delecti (though that creepy old vampire uses all sorts of things) are all examples of it. It’s not usually written in Western like Malkioni sorcery. Pavis: GTA says it is written in Auld Wyrmish - if true, this would both make it more draconic, and of very limited value to human sorcerers (a sorcerer cannot know a spell at higher than their Read/Write skill, and a human cannot know Auld Wyrmish at high than 25%). Not entirely useless, you can still bump it up with ritual and meditation and sympathetic magic, but definitely a huge restriction. But I’m unsure if Auld Wyrmish even has a written form, so maybe it means Old Pavic? I really like the Pavis grimoires though, so I like the idea and think it is worth keeping. So maybe just switch it to using Old Pavic?
  14. A previous thread on Talor speculated that rather than simply being killed, he closed the Gate of Banir from the other side, and was trapped in the Chaotic hell there. Of course, being trapped in the Underworld is the same as being dead for all practical purposes. Also, that the Three Weapons of Talor, which were wielded primarily by three companions of Talor rather than Talor himself, represented his leadership of the war gods of Fronela, roughly the same as those worshipped in modern Jonatela, probably the sword represented Humakt, the flail Vorthan/Shargash, the axe probably Babeester Gor but maybe Urox. Talor probably heroquested to prove himself worthy (maybe using something like the Horali weapon test quests), and by uniting the leadership of multiple fighting cults, while retaining some acceptability to the Brithini of Akem somehow, was able to unify most of the (human, non-Hsunchen) inhabitants of Western Fronela against Nysalor - I take him destroying the Hykimi to mean destroying the Lightbringer and Nysalor worshipping leaders of the inter clan Eleven Beasts Alliance, not destroying the Hsunchen tribes themselves. I’ve pretty much assumed Talor is Illuminated like his alleged father Arkat, and very much into this sort of cross cult heroquesting. And of course his Nysaloran opposition where, like Arinsor the Chaos Wizard (using corrupted Hsunchen magic to summon monsters like the Tarjinian Bull) and Varganthyr the Unconquerable, all Nysaloran corrupt heroquesters. Note the usage of the terms Hykimi for the alliance, but Hsunchen for the people, in the Guide (p 199). Talor leads an alliance of soldiers of Akem, Orlanthi and Hsunchen after that - presumably some of the Hsunchen follow him now the Hykimi are gone. Interesting whether the soldiers of Akem are Brithini Horali at this point, or like the modern day the Zzaburi hire mercenaries.
  15. Yes. They all exist individually, and are more commonly worshipped individually in the heartlands, but the collective cult is the (state supported) missionary cult in the provinces, with more of a mixture in areas in between, like the most Lunarised provinces. Yanafal is like Humakt but more associated with Imperial military service, and very different Geases. Irripi is like Lhankor Mhy (or really, Buserian - and again more associated with the Imperial bureaucracy), but the access to Lunar spells (and Lunar and other celestial sorcery) makes the cult, especially the higher echelons, potentially quite different. Deezola is essentially Lunarised Dendara (and Dendara is similar to Ernalda). Jakaleel is a shamanic tradition. Danfive will probably be the most surprising in the cults book - not just a cult of penitents, but with some hunter tradition magic for hunting down wrong doers. Norri is barely a cult at all, but more like a charity Lunar priests run. She Who Waits is essentially a mystic tradition, the path to Illumination (and beyond) for those in the various Seven Mothers cults. It doesn’t function as a cult. But is the guardian of Illumination including the Sevening Rites by which the Lunars encourage Illumination through mind melting Lunar magic (not the only path to Illumination the Empire follows, but the main one for Seven Mothers members). The Red Goddess cult is an important one in understanding how the whole thing works, too. You can only join if Illuminated, and a senior Lunar magician, such as a priest or Rune Lord of a Lunar deity, and even then it is not automatic. You get the taint of Chaos, and other extra magic (just like in RQ3). So the most senior members of the Lunar religion, and the most magically capable, of any of the many sub-cults, will be initiates of the Red Goddess, and this is tightly controlled by the Red Emperor.
  16. If you want it be, I agree that when your random Summon Ancestor roll gives you an ancestor with POW as high as 4D6+6 or 5D6+6, it seems quite reasonable to assume that is a very ancient or otherwise magical ancestor. I mostly agree. I unless you have the precise knowledge of how to summon your demigod ancestors (that most people don’t really have) it doesn’t happen by chance. Extant active gods resist such random stuff, and dead or extinct gods probably can’t be summoned because they are metaphysically extinct (you’d probably need to heroquest them back), or for some other reason. Sometimes trying to summon a divine ancestor will work ( and have dramatic consequences), sometimes it will fail - and you don’t need to give any immediate reason why it fails. (Spoilers ) the Dragon scenario in the GM pack gives in an interesting example of this, in which there is a good reason why an important divine ancestress can’t be summoned that is going to be quite unknown to almost everyone in the Third Age. The incident in the scenario is good inspiration for how to handle such things. And yes, those that have carefully kept track of their genealogy can sometimes summon such powerful beings deliberately and it is a big damn deal - if you want it to be.
  17. While it’s possible that that can happen, it seems clear in the RQG Gloranthan Bestiary that usually a wyter is usually a spirit that becomes a wyter. There are a few sort of metaphysical questions there that I hope will get clarified at some point - what exactly is the ontology of Loyalty (Community) passions vs wyters, etc, and does heroquesting for a new wyter create or discover it. But it can certainly be a pre-existing spirit that becomes a wyter, because we have several examples of that. Sure, but the two are usually distinguished in Glorantha. If you want to play terminology games, then if you distinguish between gods and spirits wyters can be either, if you don’t distinguish why are even asking? The point I am making is that wyters can have a variety of different metaphysical origins, and some also grant Rune magic and some do not. That doesn’t seem to be the case, though that is common. It’s more to with whether it has a priesthood - but it may well be that it’s really more about how you approach and contact an entity than the nature of the entity. Or something about its ability to grant rune magic or receive worship.
  18. It’s pretty clear that wyters can be any of these and more. A wyter is an otherworld being that is the focus of a communities sense of unity - and before it became the wyter it can have been a spirit, a small god, a ghost, an elemental, a sorcerous creation, etc. In the generic case - the whole point of a wyter is it’s not about you personally, it is about the community. And usually to be used as the community leader directs, so you may get nothing at all personally from the wyter - the wyter may even be used in ways that are terrible for you personally, but benefit the community. BUT the wyter need not be just a wyter. It may have along history before it became a wyter, it may continue to evolve and grow with its community after it becomes a wyter. City wyters are often city gods as well, and can grant the City Harmony runespell - and some city gods are much more than just that, like Raiba or Glamour. Wyters of Orlanthi tribes may also be Orlanthi cult heroes. A nymph of the local area might become a wyter, and also is a minor god, and probably part of the local Earth (or other element as appropriate) cult. An elemental might not grant spells, but might be summonable in to physical form to defend its community - some might that is better! A sorcerously created artificial psychic entity might grant less powers to its community directly, but enable community sorcerers to cast great spells over the whole community. A wyter should vary hugely in practice, because a wyter is more like a very primal magical principle that is usable in a variety of ways than it is like a type of being, and varies at least as much as communities do.
  19. While I think a Pamalt shaman would be so weird as to not want to use one in Prax (this is Generts territory! ), I’d also note that the Pamalt cult do not cremate people - they bury them, so that their lineage plants grow from their bodies. Which isn’t surprising for an Earth cult. Though the Pamaltelan Noruma tradition seems a better match - that’s the Pamaltelan equivalent of the Horned Man, so the most mighty Pamaltelan shamans are in the Noruma tradition anyway, and he does have fire powers. I tend to think the Men-And-A-Half culture sort of skipped ever becoming part of the Doraddi tradition, and thus Pamalt worship, anyway. Lodril is their guy.
  20. Specifically, the Yelmalio funeral rites are supposed to be carried out using smokeless fire. I assume this means they are a while after death, but I admit I also don’t know what are the standard (non-magical) methods of creating a smokeless fire.
  21. It’s always important to remember that purist religion can be tempered by history and circumstance. Once, there were maybe Enverinus priests in the Dara Happan tradition. But that was probably before centuries of isolation, centuries in which Dara Happan style urban priesthoods were probably unsustainable, but nomads who were both increasingly worshippers of Yelmalio (at least in the Impala tribe) and had shamans who were acquainted with Oakfed were easy to be found. They would probably long ago have worked out they were much the same. Yelmalio worship in Prax has already compromised on many points, like the Impala tribe Yelmalions having geases about Impala rather than horses. If they use the Cremate Dead spell, it’s probably via spirit cults of Oakfed? Well, it’s very unlikely they do that - all Yelmalions are forbidden to use Fireblade (barring a few rare heroquesty methods). I do think rarely a senior priest will light the pyre with a Sunspear as a sign of great respect. Or fire elementals, I guess? I’m not sure. There would not be, I think, anyone of the noble line of Yelm still remaining there, and it seems likely they’d have been noted if they were, so the only way to join Yelm, according to the rules, would probably be for an acceptable priest of an associated god to retire from their own cult and join Yelm The Elder, and it seems weird to do that if there is no other Yelm cult there. I think Yelm mostly just exists as an associated cult? There would have been Pure Horse People and other Yelm worshippers in Prax/Sun County in earlier eras - but they seem gone.
  22. The Great Winter was absolutely a horrific, terrible thing that killed enormous numbers. But yes, the Lunars did not fully realise how terrifying it would be - I suspect they hoped for the death or Orlanth, but deluded themselves that Ernalda would be much less effected. Though I’m sure Tatius* claims he knew what he was doing and it was just mythically necessary and the death of so many was just acceptable collateral damage. They did, however, suffer from it a little less than most Sartarites, due to easier access to emergency food supplies from the North (corn bread at the Seven Mothers temple!), and due to still having access to their magic which at least meant they could fight off enemies, heal injuries, etc much more effectively than magic less Orlanthi. But being canny proselytisers, they used this to some extent to help at least those Sartarites who were open to it. I bet many Orlanthi still bearing a grudge against them, but some are grateful (if quietly). But it’s going to be very much about religion not ethnicity - most people won’t know about the role of the Assiday etc, but will have seen Seven Mothers worshippers (often Tarshites etc who look like them, but many of them Sartarite converts) given advantages they were denied. (as a side issue - I’m quite interested in what the stories of the non-Orlanthi in Dragon Pass in the Great Winter would be like, especially the Grazelanders (who presumably have the same brutal problems with the power of Ernalda denied to both the vendref and the FHQ and all her Ernalda priestesses, but at least they have all those Yelm worshippers, and what is that story) and the Yelmalions (who on the one hand are suffering almost as badly as anyone on most metrics, but on the other hand are absolutely 100% mythically set up to stoically endure this like Yelmalio did) * IMG, Tatius never knows what he is doing, but is always very sure he does.
  23. Not only does this not really make a lot of sense, I doubt Jeff is pursuing major retcons of the Guide by stealth here. Especially as this seems a burst of renaming guaranteed to ensure confusion for another several decades, managing to invalidate all existing nomenclature two different ways at once. I also think it’s really really weird to say that a map from so long ago that the continents are all different is cited as authoritative here, when we have much later sources that have a much detailed (and quite different) view. FWIW I go by Revealed Mythologies, the Agi were the immortal ancestors, the Agimori the mortal descendants once they drunk water and became mortal. Both the men and a half and the plains people fall into this category. It’s perfectly fine to say that the plains dwellers and the Men-And-A-Half have different versions of the same basic story, and that the God Learners got the wrong end of the stick. But: 1) for one thing, this is mostly about common usage of terminology in both Gloranthan and non-Gloranthan texts. It doesn’t matter if there is a deep secret that the God Learners were somewhat wrong, if everyone uses their terminology. That’s how language works. 2) I’m really not convinced they God Learners are that wrong, as you can still actually meet the immortal ancestors (now called the Agitori) in Estere on the Southern edge of the Nargan, indicating that the water drinking that turned them from sterile immortals took place there (and not in Prax as the Men-And-A-Half claim). But it’s also clear that they are much closer to the Agitori than the Doraddi - and it seems pretty clear that Doraddi customs and myth are far more open to both intermarriage and exchanging magic with other groups, particularly both Artmali/Veldang, and fiwan, and so have over time become much more like common humanity. There might even be one of those congratulatory Doraddi stories about it - “Oh yes, some people say you should have rules against marrying someone is not Agimori, and against learning their ways. We tried that already. Balumbasta said his sons should not bring him new people and new things that confused him. But then he could not make the sweet grass cakes and went hungry at the feasts, and all their huts were full of fleas because they did not know how to charm the hopping mice that eat them, and they were plagued by charnjibbers because they chased away the fire wrens that killed when they were small, and chased away Keraun because she was foreign, so she did not bring the rain that washes away the big charnjibbers at the end of the season. There are still some people who believe that we must be more like the Agitori, because they think Balumbasta is wiser than Pamalt, but most of them went north over the mountains to escape the fleas.”
  24. This is perhaps my most hated bit of terminology called confusion, because Agimori and Men-And-A-Half haven’t been synonyms in Glorantha for decades, but because many people ignore Pamaltela but love playing in Prax it persists, even perpetuated by Chaosium. Agimori are essentially humans who have a skin colour and other features resembling earth humans of African ancestry. It is the dominant ancestry in most of Pamaltela, though it has many variations, including in size, religion, culture etc like the other. It also includes varying degrees of mixing with other ancestries in various parts of Pamaltela - a lot of mixing with Veldang in Fonrit, probably with Wareran and others in Umathela, with Vithelan people in the north east, etc. And the fiwan, Pamaltelan Hsunchen, mostly seem to be Agimori appearing but there are again a lot of variation in size and otherwise. There are also at least two variant mythological origins for the Agimori people that represent variant ethnicities, but that are heavily mixed and in any case not usually distinguished by outsiders. One small, unusual, ethnic group of people who are Agimori settled in Prax from Pamaltela centuries ago, and have retained their unusual height and strength, and some other big variations (like different temperature tolerances and need for water). This is partly because they are almost exclusively endogamic for both cultural and magical reasons, and are now very infertile with others. But it’s also because they have continued the same set of magical preparations and taboos for all that time as well, and effectively have turned themselves into (or maintained themselves as?) a magically sustained separate species. They are radically distinct in many ways, and I think referring to them primarily as Agimori in outside of game use is not useful, because it spreads confusion. Being tall has nothing to do with being Agimori, there are pygmy Agimori (many in the North-East Pamaltelan jungles especially), and everything in between. But it’s a very distinct characteristic of the Men-And-A-Half. The ethnic ancestors of the Men-And-A-Half that remained in Pamaltela seem mostly to have retained a lot less of their distinctness as a group, perhaps because they have been surrounded by many other Agimori ethnic groups. They are still generally tall, but not as much, and they are not as strict or unified in their lifestyle, including such things as drinking water. They are found in the city of Deshmador in Fonrit. It’s possible there may be other groups of traditionalist Men-And-A-Half remaining in Pamaltela, but I haven’t heard much definitive either way. Of course, the Man-And-A-Half may refer to themselves as Agimori, they are the only Agimori most of them ever encounter, references core parts of their mythology (they are descended from the Agi, and clearly they try to preserve their close ancestry to them, rather than drink water etc and blend with the rest of humanity), and serves to distinguish them from other Praxian tribes. But as players, there are a bunch of other Agimori that are not Men-And-A-Half that we are going to encounter, so it is going to get confusing. Western Hrestoli sorcerers from Pithdaros - many of whom have left their homeland and can be found elsewhere, including Sir Narib the sorcerer that is a close ally of Argrath and leads a unit of the Sartar Magical Union. Descendants of people who travelled the world in the God Learner era, as part of the Middle Sea Empire - and settled down in other parts of the world with the Closing centuries ago. Fonritian sailors are regular visitors to Nochet - and those inhabitants of Laskal and other areas that have been recruited as Wolf Pirates and follow Harrek. And that’s all without losing the basic RQ homelands - of course in Pamaltela it’s the default for most of humanity. But when we do it, it can get confusing. Tl;Dr - most Agimori are just normal humans with features resembling African ancestry. They are not notably tall or strong or fireproof, live many places but most often in Pamaltela, and are very diverse ethnically, culturally, etc, and freely reproduce with other human ancestries, and have. The Men-And-A-Half are an ethnic group in Prax that is Agimori, tall, strong, very heat tolerant, very culturally distinct and uniform, and interbreed with other groups very little both for cultural and magical reasons. It’s really useful to keep this distinction in mind whenever we use the term Agimori.
  25. Specifically, the material on the Mostali has already been updated and made it into other publications. Specifically, Elder Secrets for RQ3, and for RQG spread between the Guide/Glorantha Sourcebook, Glorantha Bestiary, and there should be a Mostal cult write up in the forthcoming Cults book. I’m hard put to think of another area where the Different Worlds material was the only source for such important info for so long, though. Most of the material that was only in DW and never reprinted was non-Gloranthan - there is a fair bit of that, though.
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