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Joerg

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Everything posted by Joerg

  1. Magics. Stuff to bind spirits into, ideally with spirits bound into them ready to carry away. Clan treasures. Stuff raided from Saird, or dropped by those slave-takers successfully ambushed. Stuff lost on previous raids. Dwarven merchandise. Greatway trades with the Balazarings, but not with Dragon Pass. Elf stuff. Wood is scarce in Prax. Magicked wood is even rarer. Rare trophies, to be sacrificed/proudly displayed at the various altars all over Prax. Sabertooth or lion skins, teeth etc. for some impressive jewelry.
  2. Oranor, Fronela. The thundering worship of the Bullrider.
  3. There is an older version without Vasana's party, featuring more stock Orlanthi elite fighters and magicians. The host is supposed to represent the Storm Brothers, I think, without all the charming subcultitis identities that Hero Wars brought to us.
  4. Southernmost extent, assuming I was right and it wasn't Naveria, in which case it would be on the easternmost extent. (The map you quoted offers only a text label with southwest to northeast orientation for Darsen, without any indication whether that is its dominant form. Drawing a buffer around a text label is bound to lead to wrong cartographic interpretation and major woes, like removing the Balmyr tribe from the neighborhood of the Quivin mountains in debates almost 20 years old.) The maps in Fortunate Succession don't really show any significant population center where the Crater would be left behind, but I am certain that the land wasn't uninhabited when the Goddess selected it for her ascension. A lot less certain whether the population remained in place, and then ended up either on the moon or inside it, or caught a "Go to the Underworld. Go there directly. Do not collect..." ticket. It definitely was known for its red earth and the tradition of female sovereignty, thus different from normal Dara Happan modes. And while much of Raibanth ended up just inside the Silver Shadow, IMO the direct control of land by the Dara Happan metropolises did not extend that far. AFAIK (and can tell without accessing my files), Naveria was centered on the Red City, aka Carantes. Again, Fortunate Succession would be my go-to source. As a regional name, I don't see why Naveria would have gone away - just like Vonlath, which is divided up into a number of Sultanates. As an administrative entity, I cannot say. The Plain of Jars belongs to which ancient Pelorian culture?
  5. The Malkioni (mandatory?) worship rites to the Invisible God produce a magical connection to the Creator, overseen by the wizards who partake in the magical energies, using those to cast some of their (magic-point draining) sorcerous magic on behalf of the congregation or their overlords. This isn't that different from the Pelorian model of theism where the majority of the population is happy to worship and sacrifice as lay members, leaving the handling of magic to the priests and holy people overseeing those rites, possibly accessing the wyter's ability to cast magic on behalf of the community.
  6. Except for those "wear no armor on" geases... There have been plenty illustrations showing armored professional mercenaries barefoot, including the male on the cover of River of Cradles. A similar lack of durable footwear rules in the Sartarite illustrations leaked by Jeff on Facebook. Did they come there with a cover of sable cavalry?
  7. Most of The Missing Lands is a gazetteer-style presentation of the regions outside of Genertela, which would have resulted in another booklet the size of the Genertela Book. The Guide has expanded on that list. The description of the Sea pantheon goes beyond anything published elsewhere so far, but the extras are genealogical entities or the collective spirits/deities of bodies of water. Then there is a short fragment of fiction about Waertagi on a hide-out of moored city-ships out in the high seas experiencing a rude Opening, and a weird encounter in what is supposed to be Jrustela. Obviously an older fragment, not quite reflecting the description of Jrustela in the same book. The Pamaltela in-world documents and a few boxed text sections did not make it into the Guide, but I think I saw some of the Pamaltelan stuff elsewhere, too. All the maps are hand-drawn roughs, even less elaborate than those in Genertela Book. At the time this was first published, the information in here was rather unique. Only two regions had been published elsewhere, Fonrit in Heroes 2.1 (IIRC), a short-lived (10 issues) house magazine by Avalon Hill, and Umathela in the Australian rpg-magazine Breakout #34. I don't think the pdf was officially OCRed, just a rough scan of the (equally rough) xeroxed original that was sold at Glorantha conventions around 2000. Offering the pdf now might feel like a rip-off, as it offers less than complete and in a few cases outdated info for most of the content.
  8. In 1250, the Zola Fel estuary was settled by Teshnans following their hero Selenteen in his attempt to locate the Red Sword of Tolat (in whichever generation of a copy). These new Solar worshipers possibly shifted the magical balance even further away from the Pure Horse People who had already taken the brunt of the troll invasion. And, IIRC, it was an impala hero who led the nomads, possibly a Yelmalian. Rather than hairdressers, the Sun Domers might have undergone their crisis of wardrobe at that time, with saris replacing their previous gear. The Praxian Sun Domer presence at Moonbroth 1610 surprises me - it is a long march around the Dead Place in templar sandals (if wearing any footwear at all). There is the Long Dry to evade, too. Dragon Pass Sun Domers have the easier approach.
  9. The ancient land of Darsen, strong in red earth and earth goddess power. Pretty much the same as has been left towards the Darsen Hills area. Unless I am strongly misremembering, agricultural land, with quite a bit of communal effort requiring cities to coordinate.
  10. In the oldest source on the Sun Dome Temples, the boardgame White Bear and Red Moon (later re-published as Dragon Pass), the Sun Domers of Sun Dome County were a neutral faction of mercenaries that could be bid for by either side - IIRC by sending emissaries, but possibly by spending diplomacy points. The troops from the Goldedge temple were completely integrated into the Native Furthest Corps. (But then we didn't know at the time that there was a Sun Dome Temple there...)
  11. That would make her one of the eight planetary sons of Yelm in the Copper Tablets: Tablet 7: Zator goes into the Pit and is never seen again. The first myriad of stars comes out. That's the celestial son with the Buserian rune, but it is possible that that rune was picked up afterwards.
  12. I am not sure whether the Yelorna cult is native to Prax or whether she entered from the Theyalan sphere. There are quite a few star cults native to Prax, though.
  13. Looks to me like a recipe to make player characters and NPCs incompetent in as many fields as possible. No chance to get anything even approaching Scotty, Geordy, Miles O'Brien, Wesley, or just about any other Federation person with some background in engineering.
  14. Not what I suggested. I am rather suggesting an approach similar to languages in RQ, where each field gives you some insight in adjacent fields. The actual blue-collar work (those skills with a check-box) are for practical solutions, while the white-collar skills are for planning and administration. Foreman work is a bit of communication, a bit of technical literacy. I bet that a force field generator will involve some wiring and plumbing, some maintenance, some calibration - the latter using the specialty knowledge, the rest using blueprints and basic safety measures for high pressure, high temperature, high voltage and high radiation/field strength environments. Redlining systems will require speciality knowledge as well as an idea how the power leads will survive this and whether you could kill the main generators with your overdrawing of energies. A spaceship engineering head will have to be fluent in all different technological specialisations used on the ship to keep the ship from failing when redlining systems... You might have system familiarity - possibly as a negative modifier if it is lacking, possibly as a bonus percentile. Different tech levels than what you're familiar with or vastly different ways of manufacturing will be negative modifiers. Having AI assisting systems may get you through unfamiliar tasks.
  15. What kind of barbarians would make it to Brithos? Vadeli are one possibility, but how would those non-warriors be a threat? There is one barbarian demigod featuring greatly in the affairs of Seshnela, Damol Aerlitsson. He and his sons were instrumental in turning the tide against the Pendali, but were also involved in some intrigue. Damol was brought down, but left at least two cities named after them and an order of warrior monks named after one of his cities in the Jrusteli era. Or it could be descendants from Malkion's maternal kin, the Yggites. Or it could be one of the runes taking shapes as humans wandering about, but would you call that a human?
  16. hhhhWHAT? Once upon a time, the four sons of Malkion were presented as the ancestors of all of the people belonging to the respective caste... so yes, the little Zzabur caste wizards would have had a grand-daddy. But then we received the Six Tribes of Danmalastan, with a different set of sons of Malkion as their ancestors. And yet, these are a bunch of immortal men with rather few immortal women mixed in, marrying goddesses of the land (sea, whatever) in order to go forth and multiply, and some of them claim to be the embodiment of the first runes. Perhaps time to return to the Ancient West thread? Still, I would like to get an idea about fourth century Brithos. A land which has recovered from the recent uproar when their ruling Talar was slain by a jealous caste-breaking upstart from some colony in Seshneg, which led to a wave or two of planned births at least of Horali in order to be prepared for another such interference. That's how there is a Horali trainee unit for Arkat the Wonder Boy to join when the expedition is sent to faithful Arolanit to deal with Gbaji.
  17. Vamargic may have been born with a chaos taint - after all both his parents were cave trolls.
  18. Most spirit cults are long established and don't have the object of the cult readily available, as Idrima, Firshala, Orgorvale or the barley-sheaf-headed godling from a certain underground complex. When the potential spirit cult entity shows themselves, they can assign a chief follower who doesn't have to be a priest or shaman to be the chief priest - much like the contact person for a wyter doesn't have to be a priest or shaman. A shaman is required to contact a spirit cult entity not physically manifest opposite their worshipers.
  19. I have a fragment of the early Malkioni texts which has a couple of genealogies of people from Brithos and Seshnela in the first century after the Dawn, I sat in when Greg read from the fragment "I hate trolls" at a convention, the king lists of Seshnela are on the Chaosium website, and the Brithini caste system and how it affects offspring has been discussed numerous times in the past three dozen years. I don't have the story David quoted, but it was discussed. The other side part of the birth came up in a panel with Greg when talking about unusual births. The rest would be my conclusions... We don't hear a lot about female Brithini (or early female Malkioni, for that matter). Menena as the caste mother, Xemela (Hrestol's mother), Fenela (Hrestol's sister), and in Hrestol's Saga his wife from Horalwal on Brithos, her two sisters and his mother-in law, plus a Horalwal priestess of Menena, plus the nameless daughter of Froalar's chief wizard. Two more daughters of Malkion and Phlia in the genealogies (Eule, sister/wife of Talar, and the mother of Neleos, sister-wife of his father). Both Zzabur and Holar Sword-bearer have a son, but no mother is given in either case. There are a few more female names in the outline of the soap opera of the Serpent King dynasty ("The reign of Froalar"). Nothing on Arkat, though.
  20. AFAIK, Arkat was born (and possibly conceived) on the Other Side, during the Sunstop. His mother appears to have been the daughter of a Horali (less sure about that, or how the caste of Brithini children is assigned - whether by birth order or by paternal descent). She might have brought a sword with her. If that blade was adamantine, she would have had to "loan" it... Arkat's mother probably would have seen the Dawn with her own eyes, too. The Brithini wife of Seshnegi emperor Keramalos (aka Kralas, 887-901), Somali, might have been her age mate. (Immortality avoiding menopause... one reason the Brithini don't have that many children might be that ovulation needs to be magically triggered?) The entirety of Brithini population through all ages may be mind-bogglingly low - at the Dawn, many nobles were second or third generation descendants. Malkion himself may have sired dozens of Brithini - or at least the ancestors of all Talar lineages, and possibly Zzaburite lineages. Tilntae wives wouldn't really be inconvenienced by pregnancies. The apocryphal Malkioni texts name several lineages coming from sons and daughters of Malkion Aerlitsson and Phlia (yes, sibling marriages, including Talar and Eule), not just the four caste brothers but also Horal (the sword-bearer is named Holar in that text, husband of Menena), Neleos, and presumably founding talars of the other Neliomi colonies. At least in our world, hard doesn't mean unbreakable - diamond can be split by application of shock along one of its facet planes (most commonly parallel to the square of the D8 shape of the raw crystal, in order to create brilliants without throwing away the smaller bit). As far as I understand Adamantium, it cannot be worked - the artisan works the bit of Stone (truestone?), which is (then? thereby?) refined into Adamantium.
  21. Specializations as spells would make sense in a system where you download or install them in a way similar to RQG runes in sorcery. But then, even in RQG sorcery there are inferred runes derived from others. If you introduce lore-like skills, acquiring those will basically retire a character for a period of game time. Depending on the time spent in FTL, travel times might be the time to acquire or improve knowledge skills, though. (C.J. Cherryh's Union/Alliance space used "tapes" of recorded memories implanting into the dreaming brains on the week-long jumps spent unconscious, by the ordinary spacer, at least).
  22. Priest of those cults, or priest for those cults? There is a type of Yelmic priesthood officiating for all the cults with a representation on the Gods Wall, alongside some holy person from that cult. The Jonating king's role may be similar to that.
  23. The "secret Lore transmitted only to the elect""was comprised of these two paragraphs and the information that there was a chaos monster swap going on, transplanting unique Pamaltelan Chaos creatures into Genertela, where only a few of those were known - Cwim, the Hand of the Devil - and mainly entire populations of human or beast sized chaos critters roam.
  24. I would love to read an author's adaptations of Greg's Malkioni cycle (Snodal, Jonat, Hrestol, Arkat, Avalor etc,), but I have not seen someone like Lyon Sprague de Campor Lin Carter emerge. Greg's prose has a special tone which will be hard to capture by another author. There is a ton of difference between the versions of Tuor and the Fall of Gondolin in Unfinished Tales and the Silmarillion version, too, with the Silmarillion being a lot weaker in tone than the rawer but longer versions. Such an author would not have those longer versions to fall back to, however. Maybe something like a Gloranthan Thieves World anthology might be able to produce authors sufficiently aware of the setting that one might be able to go back to those very fragmentary roots of Glorantha. There would still be quite a bit of "This Author's Glorantha Does Vary" to be dealt with.
  25. Arkat was the Unbreakable Sword. A trait inherited from his father.
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