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Joerg

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Everything posted by Joerg

  1. Me calling somebody else out for taking a too deep dive into a setting would be a pot calling a kettle black (Glorantha, cough). The HRE is a fertile source for conflicts and a weird non-centralistic setting.
  2. XU is _not_ a mistress race troll, she is not even descended from the Hellmother.
  3. "rumored to be a descendant of Sartar" It may have been in one of the Son of Sartar issues, now available in the Stafford Campaign pdf. Sorry about the confusion - I was using the indefinite plural pronoun for Pinchining. The Cauldron is what links Argrath and Gonn Orta, and thus Argrath and the Cradle. In the quest, Falangian Diamonds seem to tbe turned into a liquid (Falangian Wine). The diamonds may be the analogon for stars/planets. The Eleven Lights seems to have a cauldron of stars (or planets). We have no idea how Gonn Orta linked up with Pinchining. Greg told me that he playtested his publications in Glorantha.The scenario Gonn Orta's Castle was left out of Griffin Island, and may have been a late addition to the original campaign. There is a chance that a party containing a duck and Urrrgh visited the castle. Pinchining was in wheel form when he was awakened by Urrrgh. There are no reports about a GWD roaming the land, so I wondered whether Pinchining may have turned into one after his awakening, possibly manifesting the questing object. If there were others, the loss of Pinchining may have been resolved in a different way. I wonder what other guardians the giant cradles of the Imperial Age used. The last GWD seem to have assumed artifact shape before Arkat had reached Kartolin Pass.
  4. I was going a step further, postulating that Argrath performing the Giant's Drinking Cauldron quest may have been the prerequisite for the Eleven Lights to succeed. There is a possibility that the Cauldron is another Gold Wheel Dancer in item shape, or possibly it is the transformed body of Pinchining that gets returned into their spinning wheel shape by their inclusion into the Cradle ecology.
  5. The Eleven Lights quest takes off only after Argrath did his cauldron quest, and during his absence (although only after he completed the Circumnavigation?). More relevant to Gonn Orta is Kallyr's boat planet quest which unites his (cauldron-sired?) daughter with the Sky World, possibly making the discovery of the stars in the cauldron feasible. Or if it isn't the giantess, maybe it is Pinchining's presence which unlocks entry to the Cauldron in the Sky. There is also Argrath's emergency quest to return Pinchining to the Cradle. Argrath seems to have a good idea what happened to the GWD and where to look for them. The cauldron of resurrection (one of the four treasures of Tara in Ireland, and possibly a cognate of the Holy Grail) is a trope we don't quite have in Glorantha, although that is easily remedied. The Giant's cauldron is depicted as one of those hide cauldrons that withstand the flame by sacrificing some of the water inside to evaporation. The hide might be the cloak of Night (or a piece thereof that has to be stolen as part of the quest). Is Pinchining still entirely a mortal soul after having accepted (and reacted to) Urrrgh's worship? Argrath knows ways out of Hell, and might have an ability to steal a soul. I wonder whether the Gold Wheel Pinchining awakened from became part of his body, or whether it acts like something similar to a dragonewt egg. The Lunar magical trap separated Pinchining from the Cradle, and possibly from his coin. Does (a companion of) Argrath collect the coin before his party teleports away? Does the coin remain on board (possibly inside Urrrgh's wooden automaton)? The Eleven Lights questers or at least their rescuees emerge from Stormgate. Hitching a planetary ride might be another way. Chances are that Argrath enacted the (short) LBQ many times as Garrath Sharpsword or Argrath Dragonspear for the Orlanthi community in Pavis. But I am not at all convinced that Argrath's 1643 LBQ even touched that path, as he veered off in ASshliege's court rather than following the regular path via the Ritual of the Net.
  6. All I have seen or heard is the story about the critical success at Urrgh's worship awakening Pinchining, the awakened Sun Wheel Dancer making an appearance, probably blessing Urrgh, and then departing. Urrrgh then dies at some point, and it seems his soul goes to Pinchining, possibly burdening the GWD. Argrath earns Gonn Orta's friendship through the Giant Drinking Cauldron quest, which seems to be tied to Falangian Diamonds being turned into Falangian Wine. Him being a kinsman of Urrrgh might gain him contact with Pinchining, and it may have been Argrath who made Gonn Orta's offspring possible. The giant cradles look like they were crafted like regular ships, but apparently from the living wood of Nemalayope's (Redwood?) tree. The sow and her piglings could be Godtime denizens summoned to serve the infant, and to some extent this goes for Pinchining as well. The crafters may have been lesser giants, or the crafting may have happened on the Other Side. Or maybe Falangian Wine enabled Gonn Orta to manifest a smaller incatrnation with more nimble hands to do the crafting himself. And Pinchining appears to play a role beyond acting as the wyter of the ship.
  7. Should be urban agricultural, rural agricultural, nomadic pastoralist and hunter-gatherer, after the primary source of food. (Fisherfolk sort of need to be associated with any of these.)
  8. You might take a look at the Pack Animal ENC and Move table in the Weapons and Equipment Guide p.36 for an estimate. Capable riders behave differently from cargo.
  9. What gives you this idea? Esrolia has a very high proportion of unfree and semi-free folk toiling on the fields. Old Tarsh on the other hand has freeman farmers who immigrated from Saird, a region nearly as productive as Esrolia, and with as old an Earth cult to support that farming. Add to that the Heruvernalda and Shaker Temple rites, and the Old Tarshite may be the more knowledgeable farmer. Not necessarily the farmer with the better harvest, though. Define Esrolian Fisher first. Do you mean some of the coastal or estuary fisherfolk reaping the wealth of Choralinthor and the tides, or do you mean some riverine fisherfolk harvesting fish from the irrigation or drainage ditches between the grain fields? The former is bound to know a lot less about farming than the latter. That would be a "one unique thing" as per 13th Age, really. While there are occasional bodies of water in the Wastes, few are stable enough to support fishing year around. The creatures from the bogs in the Wastes aren't exactly useful for human consumption. Talar: depends strongly on the Malkioni sect. In the Kingdom of Seshnela (Tanisor really), the talar caste has added the roles of the Men-of-All to their duties, so yes, as good a selection of war skills is to be expected as for Orlanthi nobles. Orthodox Brithini talars may have a few defensive skills with bashing sceptres or throwing crowns if they regularly get to command military forces, but otherwise definitely not. A Praxian noble should have herding-related and magic-related skills rather than agricultural or administrative ones. The Oasis folk are self-organizing, and any direct Praxian involvement in their business is bound to result in a reduction of productivity. If you're the GM, then apply GM fiat if the players are willing to go along. If you're a player, get the table's consensus. I used to abuse the RQ3 lifepath system to allow medium-aged characters a few "career changes" due to changes in their previous life. Parental skills up to a certain age, then occupational skills similar to those you get free checks in in RQG.
  10. Up to the Dragonrise, bandits in Sartar could claim to be freedom fighters holding out against the Lunars while taking from herders, merchants etc. what they need to survive. Kallyr becoming prince changest this equation. All of a sudden, the kingdom's peace is no longer the occupation forces' oppressive peace but an obligation to the people. There are bandits who turn into regular fighting forces, enjoying support by the prince. Probably a majority, as they can now have housing and family again, but not all bandits are going to flock to her banner. Bandit and rebel groups will have long-standing feuds with one another, and if one group joins Kallyr's cause, their rivals are a lot less likely. They might still apply to join a tribal king, but the tribal kings will have been on the receiving end of the bandit activity, and will have to forgive quite a bit damage. Then there will be new exiles - Lunar-friendly people now forced into the wilds, keeping an eye on their kin rather than fleeing to Lunar Tarsh. Some may act as spies for Lunar interest groups - the Eel-ariash, Fazzur, Phargentes, or what remains of Tatius' network of informants. And there will be Praxian outlaws hiding out in the wetlands for a while. Nowadays possibly including refugees of the Lunar phratries of the Sable People hoping to find a way to join their kin on Hungry Plateau.
  11. Dates will be announced when pysical books back from the printers have arrival dates at the distribution centers, and then the distribution centers can deliver them at an agreed-upon date. Sometimes one center may be left out initially, like recently Down Under. Short of a ship with those books aboard stuck in the Suez canal or sunk by Great Cthulhu, such dates will be reasonably manageable. Chaosium will not promise a fixed release date for products out of this scope - the best you can get is a progress report that something has finished layout or that Chaosium has received the test print for review. From there to delivery, you may guess at times, but Chaosium doesn't guess. They tell us when a product is available. You might as well ask for next week's jackpot lottery number.
  12. https://en.wikipedia.org/wiki/Corum_Jhaelen_Irsei A character by Michael Moorcock, had his own BRP game for a while. Non-Gloranthan.
  13. There is - in the shape of the Founders, who are his children. But the Founders yielded their power to Waha in recognition of his Grey Age achievements. Storm Bull is the ur-ancestor of the Beast Riders. (Pun intended.)
  14. I have been wondering about the origin of the Orlanth Rex cult. We know that Alakoring brought it across the Rockwood Mountains to the Old Day Traditionalists of Southern Peloria who then (re-) joined the heirs of the three Brothers (ruling Carmania, Dara Happa and Saird) against the EWF. We also know that it was not present in the Kingdom of Orlanthland (which actually abolished the position of the High King (of the Heortlings) after the Tax Slaughter) and its successor, the EWF. As far as I can tell, Alakoring was a Korioni tribesman from the Upper Tanier Valley, or possibly a member of one of the tribes of the Lankst region with Hsunchen origins theyalanized by the second and early third century Lightbringer missionaries in Ralios. The Vesmonstran Orlanthi had received a (strengthened, but already established?) dragonewt colony as their neighbors during the EWF period, something not exactly welcomed by the Ralian traditionalists. But traditionalists of what? TL:DR: Some melange of Ralian solar Enerali kingship with a side dish of Seshnegi Men-of-All talar dynasties similar to Gerlant's, and possibly some innovations added by Arkat when he joined the Orlanth and Humakt cult in Ralios. After all, Arkat returned as stand-in for the Solar emperor alongside Harmast.
  15. On a first skim I found this article quite interesting (once it went beyond naming sociological theories and their proponents), giving a number of facts about the rise of the Bronze Age trading network. https://www.academia.edu/35021739/Bronzization_The_Bronze_Age_as_pre_Modern_Globalization1
  16. With the basic questions about hospitality out of the way, here's a first try at describing an obnoxious guest: Hordi Seven Boasts and his man-servant Odd Hordi is an elderly clan thane from the impoverished <Varmandi>/<Hillhaven>/<whatever> clan. His five hides of sheep number maybe sixty instead of the required 250, which his equally impoverished tenants make up for by providing extra hay for the tribal herds or the steeds of guests at the clan-associated caravanserai (e.g. Apple Lane) over the worst parts of winter. Regardless of the occasion, Hordi is sure to give seven toasts to the host, praising a different Orlanthi virtue while praising himself with one of his seven stock boasts. Even in latter stages of inebriation, Hordi has yet to be caught to utter the same boast twice at a single occasion. Hordi owns an often stitched tunic of linen with silken fields, with many a rend artistically mended stitching a glyph or a rune across the rend. Hordi’s sworn manservant Odd, an ugly stickpicker from his clan who would have happily receive the lowest available level of hospitality for some cold gruel and a dry place to sleep, has become quite the textile artist and will nowadays receive quite a bit of the high status fare from Hordi’s drinking cup and food bowl. Hordi’s tipsy behavior is mostly acting these days, while Odd will often be seen in a pleasant stupor after enjoying a rich meal and good drink. Odd will offer his textile repair services to other professional guests and genuine travelers for a small gift. Given a few more years, Odd might be able to afford enough livestock to upgrade his status to a tenant herder, or become a village tailor and embroiderer cottar with his own hut, and maybe even receive a wife to warm him in his old years around the corner. Hordi’s boasts: In his youth, he rode with Kallyr who is known as the Starbrow. (The truth of this claim is that Hordi served as a caravan guard iin the saddle of a spare mule for a merchant who accompanied a teenage Kallyr to receive some of the royal house of Sartar scion in Boldhome). He was eye-witness of the demise of the Crimson Bat at the Chaos Ground outside of Runegate. (The truth of this claim is that the Varmandi warriors led by him arrived too late fro the defenve of Runegate, and hid on the flank of Old Top, way too close to the site where the Crimson Bat crashed down.) He served under Prince Salinarg. (He was part of the Varmandi complement to aid Salinarg in his road-building at …) He faced Chaos at Orgwaha Blue Llama’s memorable Storm Bull holy day service in Boldhome. (He became the target of a Face Chaos spell cast by a companion of Orgwaha, only to be incapacitated by receiving a salvo of Demoralize, Befuddle and Mindblast, at least distracting these spells from those who actively fought in the ensuing hubbub. Hordi has a scar to prove this – unfortunately the piece of gorp gaught him on his buttocks.) He was a guest at Prince Temertain’s coronation. (None of the other <Varmandi> thanes would stomach sitting at the same feast as Fazzur and his officers below Larnste’s Table. Hordi was dead drunk before the rites had finished.) He fought a sakkar sabre-tooth cat on his own. (The Sakkar’s attack pushed him down a cliff, with his fall cushioned by a canopy of hazia bushes he and an enterprising gardener had managed to plant, destroying that one hope to get rich.) He was one of the Sartarites at the defence of the Hill of Orlanth Victorious. (Hordi was one of the people tearing down the dam across the rivulet that would split the advancing hoplites. His section of the dam only broke down when the neighboring sections carried it down in the flow.) I wonder whether something like this, extended with a few adventure hooks or maybe a nemesis of Hordi's, might be interesting as a Jonstown offering. Or possibly a list of sample hosts with their quirks?
  17. In the thread about nobility, I got a little side-tracked by suggesting NPCs exploiting the laws of hospitality. I remarked that providing such a set would make a possible short work for the Jonstown Compendium, so I sat down to create a first example, and to look at what we have in the currently published body of RQG that deals with the subject. Doing a text search of my RQG and systemless Glorantha pdfs, I found astonishingly few mentions of hospitality. I guess we will have to wait for the Sartar campaign book to see an edited reprint of the Greeting box in HQ2 Sartar: Kingdom of Heroes (p.89). That box offers a series of questions, first established in King of Sartar (p.51 of the hardcover edition) that are exchanged between the home team challenger and the visitor. Hospitality is one of the greater virtues of Glorantha, across pantheons and species. Even some of the heroes of Chaos like Ralzakark or Gagix Two-barb obey the universal laws of hospitality when approached correctly. The Orlanthi of Dragon Pass (including the Esrolians, Caladralanders, Islanders, Ironhoof’s Beast Folk, the Vendref and their overlords and some of the Praxians) share the ritual challenges that were established when Veskarthan of the Deep visited Umath’s Camp (found in King of Sartar p.51, or in the (sadly out of print) HQ2 Sartar: Kingdom of Heroes p.89 with Orlanth and his half-brother Quivin as the protagonists. The Greeting starts with a challenge whether the arrival is friend or foe, and then for the name of the visitor. These are not yet part of the hospitality offer, as the guards/home team may demand that the arrival leaves. Such a demand would require a recognized feud or an unreasonable demand made by the arrival, though. Once the home team decides to offer hospitality, they offer the most basic terms, protection and water, in exchange for the promise of non-aggression: “I will not rob you, nor bare arms” framed by the signature phrases “I accept this, with gratitude:” leading the guest statement, and “and I will speak ever of your generosity.” as the closing phrase. The recipient of hospitality will be protected from open attacks by the guards of the home team, and while other visitors (under oaths of hospitality) may accuse the arrivals of misdeeds, any aggression against a recognized guest is also an aggression against the host. The guest will be allowed access to the public area for guests. The gift of water may be a symbolic cup, or it may be the opportunity to wash off dirt, water the steeds and drink their fill depending on the situation. Whether tax collectors may demand these terms of hospitality when they expect to enforce payment in the case of non-compliance is another question. Neither the Kitori Shadowlords nor the Lunar occupation forces may have been welcome. Offering the minimum hospitality should in theory prevent such arrivals from ransacking storages or searching houses for suspected rebels or withheld taxes. While under these oaths of hospitality, visitors may find themselves confronted with other guests who are their foes, up to the possibility that these other guests brought captives that the visitors want to free, or that these other guests are people they have vowed to slay. All of this can result in roleplaying opportunities. Subsequent levels of hospitality that can be obtained from locals are A blanket to sleep under, aka shelter from the elements. Access under a communal roof if there is one. (Hospitality laws extend to herders' campfires or similar outdoor presences, too.) Meat, or other food? Meat is an invitation to a feast, really, but then not hosting a feast for a visitor might be regarded as a slight. I would have expected an offer of gruel or some other day-to-day food (bread) first. Salt Duty These levels of hospitality may vary in everyday application. Entering a Sartarite city will come with obligations of hospitality, but to whom? The City Rex extends toleration to those who pass the city guards and enter the city, but how much hospitality does access to the city infer? What are the duties of a guest? Are these duties dependent on the level of hospitality they receive? Are they dependent on the (professed) social status of the guest? How does the trope of the ruler (or a deity) visiting in disguise, under an alias or otherwise adopted name, affect these customs? Are there rites to adopt an alias as the honorable and legal representation of identity? Or is this a case of "You may address me as <alias>!" which would become a honorable way of hiding one's identity? A simple farmer offering hospitality to a king would easily be robbed of a few years of income if he had to provide something approaching royal accommodation, which is why there may be a custom for high status travelers wishing to stay with locals to introduce themselves with one of their less haughty titles or roles. A prince of Sartar might introduce himself as a builder of roads, for instance, establishing the legal fiction that it is ok to give him the treatment of a journeyman guildsman. Establishing one's presence as a pilgrim is another common way to accept a certain category of welcome. The Weapons & Equipment Guide p.55 mentions the expectation that hospitality is always given in Orlanthi society: only to go on detailing the cases where this is not an option, and the professional services of an inn or a caravanserai need to be searched instead. This is quite a flip towards the phrasing in HW/HQ1 Barbarian Adventures p.10, Inns in Sartar. Places with available kin may provide "private accommodation" away from the chief's hall, at least for the kinsperson, but what about their companions (and their steeds and pack animals, servants, hired guards, etc.?) Will a merchant rely on the kin of one of his followers (or caravan guests') kinfolk for accommodation? Would this snub the chief (or other local bigwig)? Book 2 in the Starter Set mentions places that adventurers may be entitled to find hospitality at - the tribal mansions in the city. (pp.46f) Which begs the question about how long the entitlement to hospitality will last, and what level of hospitality the host will have to extend to the travelers, and perhaps their companions. And what compensation such guests are expected to provide to their hosts? When visiting kin (which usually would be people born to one's own clan married into the host's clan), news from home are a valuable commodity. Carrying messages to the community of the host(s) is a form of guest gift, too.
  18. I am struggling with fine-grained contour maps at the moment, too, as I want to map intertidal and flooding areas. Shading is great if your vertical span is limited, but for the Quivini foothills, a color scale would be needed. Alternatively, one could simply cap the shading at max for altitudes more than say 1000 feet above the lowest point, yielding those as black or at least a very dark grey (say a brightness of 55, leaving you up to 200 shades of grey in between). A different way to hint at contours would be the shadow cast by the terrain at a certain position of the sun, although in Glorantha that is limited to an eastward shadow for an afternoon sun or a westward shadow for a morning sun. (The noon sun is basically overhead, with hardly any but vertical shadow available.) I don't know of any convenient ways of obtaining such data short of producing an actual terrain model, though
  19. Nice maps, but IMG the terrain needs a lot more altitude lines (isohypses) - Apple Lane wouldn't be that flat. Water management would be an issue.
  20. A typical easy quest would be the Spare Grain exchange feat. If that feat has to be done with less friendly participants, it might become something closer to an initiation quest, although there probably needs to be some "rebirth as..." aspect to the quest, too. Issaries Guides the Dead would be that underworld and rebirth feature, but might be a little deep for an initiation quest as this is basically a short version of Issaries' contribution to the Lightbringers' Quest.
  21. The Tarmo stuff is in the Umathela chapter plus a skull is shown in Troll Pak. The Dagori Inkarth stuff is the consequence of the Troll Swarm event in the 1620ies.
  22. This. Unless he gains a comparable companion position from Argrath (or possibly from Vasana when she becomes Wind Lord and head of a temple) or becomes a temple leader himself, Harmast from Vasana's Saga will be demoted to freeman (carl) status upon the death of his thane father. "Hereditary farmer" can also mean rancher or breeder in clans with a higher focus on herding. A high status herder in charge of a group of clan herdsfolk without the stabling or the place to store winter fodder may oversee the herding and hay-making efforts for his "hide" from the clan settlement most of the time even when the herds and the care-taking herdsfolk are on the high/distant pasture transhumance. My experience as clan chieftain in The Fall of the House of Malan showed me that a lot of supposed nobles requiring to prove their wealth for maintenance of noble status may fake it (other than paying taxes) by loaning or recycling ostentatious items or spending a lot of time as guests of other nobles to save on expenditures, repaying the hospitality with gifts of self-composed poetry or symbolic gifts. Imagine a Varmandi "thane" with little more than a single hide to his household (which will be managed by a sibling or offspring) pestering tribal nobility like Asborn or leaders in the tribal "cities" of Runegate and Clearwine with their guesting, singing praises of their previous hosts (thereby indicating that they will do so about their current host at their next host, hoping to receive a higher status guest status from that). Already the freeman carl households are expected to host a guest or two most of the time, and may draw on an extra basic food allowance for such guests while they are actually there as that serves the status of the entire clan, tribe and confederation. Probably as often, such parasitic guests may receive a lower level of hospitality with both sides pretending to accord the higher status one, or being served inferior produce rather than the high quality reserved for real high status guests. "The longer the stay, the more sinews in your meat." Or possibly tripe rather than meat, which you may graciously pass on to one of the alynxes while enjoying at least the porridge. Pretention is part of that game. Hey, maybe this might be a small Jonstown compendium project - a small number of such "desperate status" guests you may encounter at your own table or at your host's table, and plot hooks for interaction with them.
  23. Especially since supernumerary stay-at-home children are unlikely to receive a marriage partner from the clan matchmaker. While they may go around having fun with bed wives (even from among their own clan, outside of the immediate bloodline), sons would not have legally recognized offspring. Stay-at-home daughters add their children from such flings to the offspring group of the household (which they might be in charge of anyway), as the concept of core families taking care of their own children is rather rare in Orlanthi society. There are few households which are not extended family, with live-in cousins or elderly aunts or uncles. You also overlook attrition by famine or other calamities like warfare, and entering a prince's building force (maintaining existing royal roads and fortifications, or participating in new projects fortifying or connecting their kingdom).
  24. If you use Salic inheritance laws rather than Saxon ones where the farm never is divided, yes. I think that Orlanthi land ownership is by the household, but a household may very well be three brothers jointly managing two hides. Yes, only one of them will be the household head, but all three of them would share the status, and their children, too, at least while they stay in the household. (The RQG annual catch-up calculations go haywire when you have two player characters from the same household, like siblings or a married couple.) There are alternatives for supernumerary offspring - they can enter the service of a noble or a temple, they can become mercenaries or otherwise adventurers, they can enter some business, possibly in one of the cities, or they can be married off into other clans to a partner with appropriate standing. And yes, in the third generation, the descendants of the original three brothers will only be second cousins, which might not be enough kinship to glue them together in the stead management. But then, there have been few cases of three generations avoiding periods of severe attrition by war or natural calamities, with households going extinct, owned land becoming exhausted and new arable land having to be assigned anyway. A high status household may still have people with a normally lower status occupation enjoying the ostentation and reputation of the household member with the highest status. There is always work for lazy hands. Cattle can be won (and lost) in cattle raids. People can go pursue a career of great deeds or far travels, acquiring wealth and fame if they are lucky or at least making a living until they settle down for their old age with some of their kin or offspring. Quite a few Orlanthi are serial monogamists, engaging in year marriages (or repeated year marriages), often alternating between the birth clans of the marriage partners. People volunteering for sacred year marriages may join many other clans during their lives, usually leaving some offspring behind when they return to their birth clan or adoptive clan. Few will be as prolific as Harmast whose sacred job as rainmaker during Lokamayadon's and Palangio's drought on the Heortlings had him enjoying different female company in other clans on a weekly basis, leading to more than a dozen Harmastsons during the later phase of the Gbaji Wars when Harmast finally brought Arkat to his homeland while his many sons had reached (early) adulthood. While all of them shared the same father, legally they were not "kin" as they belonged to different communities. Households will usually be a subdivision of the elusive term "bloodline", with some parts of the bloodline struck by disasters while others thrive, so offspring may be lent to a bloodline with fewer adults remaining. Since most clans belong to tribes that are part of a city confederation, there is always the tribal manor in the confederation city or the tribal manor in Boldhome which may take on supernumerary clan members, too, providing (high status) service to the City Rex or even the Royal House. Some (often not that close) bloodline kin may have entered an urban guild and might pave some of the offspring's way into their own or a friendly urban guild. Your average bloodline will have a member or more as a follower of the tribal king or the confederate City Rex in the confederate city, and another or more associated to the tribal manor in Boldhome. Quite a few may have kin in Nochet, too. Finally, there is the Wanderlore custom - basically a midlife crisis entry to the life of adventuring for people who remain single or got divorced from their offspring. Such people will move around and might visit their kinfolk (from their own bloodline, or simply from their own clan) married off to a multitude of other clans in Sartar or even further away. And, as @radmonger says, there are positions in the clergy or the military for supernumerary offspring - in both cases often becoming a sworn companion of a leader in a cult or a clan, tribal or even kingdom noble, and not necessarily inside Sartar. Right now, there is that Argrath person in Pavis gathering a whole army of ambitious followers. A few years ago, Broyan's Volsaxi court was the place to go for an ambitious young person. There are renowned holy people in distant places like Trilus who are on the lookout for able companions, too. Some people might even go to one of the Provincial Universities in Furthest or Mirin's Cross and study the lore of the Lunars, whether with the blessing or against the will of their (in the latter case former) household heads. Followers of Torath Manover wishing to settle down might switch their allegiance to the royal house of Trilus, or join Joh Mith's trading empire and act as local agent of Djimm Mith now that he has taken over the caravan route of his father, or travel alongside Djimm. If Bluebird managed to clear his name in your Glorantha, your new center of operation might become New Crystal City instead of Trilus. Or your former chosen leader may have been Goram Whitefang, and now you are left with a few heartbroken and dispossessed followers of Goram whose Boldhome pride has become all but annihilated. Sure, they go howling and hunting on Wilddays clad only in their own fur, but the rest of the week they may be solid brothers and sisters in arms. Many a descendant of Sartar fraternized with their kin among the Telmori guards, like Prince Salinarg (before he became Prince) or the daughters of Terasarin. This goes for the kinfolk in Karse and Nochet as well. It is almost weird that Temertain failed to get an assigned werewolf guard in Seapolis, or maybe that worthy lost their life in a Wolf Pirate raid or a Lunar assassination early in Temertain's career.
  25. Oh. misleading phrasing on my side. I was talking about the Hero Wars rpg era which had about one subcult of a deity for every sprecial rune spell associated with that deity in RuneQuest. While it was very nice to have some variation between the mainstream deity cultists, the sheer number of new names and subdivisions was staggering. In the in-world Hero Wars era, there are going to be a lot of yet-to-be named heroes who might carve their way into their cults' catalogue of cult heroes or even subcults, provided the cult and the cult entity survive the major cataclysm that is going to spell the end of the Third Age and open the way into another post-cataclysmic era of History. There seems to be something like a typical crown test for sacred kingship (including becoming King of Dragon Pass) which is to bring (back) an animal from the realm of myth, in the weaker form just as prey from a mythical hunt (like certain Grazer kings being renowned for hunting copper deer or similar) or as a new component of the ecosystem, like the songbird brought back by Moirades when he became King of Dragon Pass, or the aurochs about to be brought back by (or for, accompanied by) Argrath. Past cataclysms had plenty heroic protagonists who have been immortalized in plays and/or skaldic/epic poetry active around the past cataclysmic events ending an Age. And plenty whose deeds got ascribed to one of the bigger names of the era.
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