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Joerg

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Everything posted by Joerg

  1. The concurrent worship of these deities with the Invisible God, with the wizards overseeing these rites taking hold of a significant portion of the sacrificed magic (points). Which might result in henotheist shrines requiring a larger crowd or more intense worship to remain active than normal ones.
  2. Joerg

    The night sky

    Shargash starts from the eastern gate on Voria's day, making his 28 day cycle half a week delayed from that of Orlanth's Ring which starts on Windsday of the second week of Sacred Time, after the Underworld portion of the Lightbringers' Quest in the Orlanthi celebration of Sacred Time ends. Shargash explicitely stays in the Underworld during Sacred Time, avoiding a change in his rhythm between odd and even numbered years. No idea about the rising times of any other planet than Lightfore.
  3. Joerg

    The night sky

    Kudos for getting the rotation of the sky dome right (around the spring equinox). In the sunset movie, is that Mastakos following the sunset on the Sunpath? And is that smaller bronze blot above the moon supposed to be Stormgate? I first mistook it for the Bronze Planet, but that would mean he would have strayed too far north. Instead, I guess we see him south of Theya, next to another red planet which might be Artia. While the Southpath starts slightly to the north of the Gates of Dawn, it terminates significantly to the south on the western sky. So short after Sacred Time, Shargash should linger near the Gates of Dawn for a bit, but possibly almost on the Sunpath, and even north of it on the first day of the year.
  4. I have been writing, mapping and drawing about these islands for quite a while now as my work load and mood swings allow, planning a release on Jonstown Compendium. The Isles already sort-of show up in my original Heortland notes in the person of Ashart, the warden of the isles, a subject of the Governor-King in Durengard and responsible for the coastal guard of Heortland (which I based in Leskos - a few biremes and "penteconters" able to run across the tidal flats during medium to high tide). My old Heortland campaign started in 1615 with the initiation of the characters, and thus started with Belintar still in control. The subsequent shifts in politics and occupation were the metaplot behind the campaign. I have taken a closer look at them now, for a while in communication with Bill Carley. While that cooperation has stopped, I prepared lots of background notes and have several local gazetteers for the individual islands in the making. One idea of mine about the Isles before Belintar's death was to treat them as the backyard of the City of Wonders, with villas of officials and other folk in the City providing a retreat from the Godworld atmosphere there, along with a place to grow fruit and other perishables that may be in more demand in Belintar's capital than even magically boosted vinyards and gardens could provide. In short, something of Suburbia for the City of Wonders. Factoid for my set-up: since a pirate prince has established rule over the isles, the raiding parties carrying off natives have ebbed down, and in 1621 a significant return of Threestep Island slaves taken captive from these isles as followers of the pirate prince who had a series of minor disagreements with Harrek and refused to participate in the Circumnavigation has swelled the population a bit above the numbers given in the Guide. Those numbers are the result of the massive pirate raids following the destruction of the Holy Country fleet, but already incessant raiding of coastal population since 1605 when the Threestep Isles were settled by Yggites (including Gold-Gotti, or a very similar Yggite if the Pavis books in the making give him a different backstory - Gold-Gotti does participate in the Circumnavigation and is not a regular at these isles). In my version, the six human-inhabited islands are quite distinct in character. Rather than making all of them very low marshy islands, I took a closer look at the vertical scale of the map in the Argan Argar Atlas, which says they don't protrude (significantly) above 1000 feet, or 330 meters. That doesn't mean that they need to be totally flat, and two of the islands in my version scrape at the 1000 feet mark and even exceed it in a few places too insignificant to show up in the AAA. From the north to the south: Sober Island (revealed to be two islands in the detail maps re-discovered by Jeff) is mainly inhabited by fisherfolk related to the fisherfolk in Karse and elsewhere on the Isles and the Heortland flats below the cliffs. The newly "discovered" second island is Sober Rock, a low dormant volcano whose flanks are home to a myriad of sea birds, and whose grottos have a birthing cave for a small population of plesiosaurs. The fisherfolk inhabit a major hamlet on the southwestern end of the island and a smaller hamlet on the southeastern end. The two hamlets have two different pods of Ludoch overseeing their fishing activities, and there is a third pod of Ludoch who claim certain fishing grounds as taboo to human fisherfolk. Total population somewhere around 250-350 individuals, depending on the sailing season and whether there were recent pirate raids. Products of Sober Island include preserved fish and stuff collected from the sea-birds - eggs, feathers, less savory substances of alchemical interest, and some of the yields of ocean fishing for big prey. Due to the distance from the City of Wonders, this island has some of the least influence from Belintar's capital. New Manor island (the name is my creation, inspired by the five-star shape which reminded me of Numenor) on the other hand is one of two islands with very strong connections to the City of Wonders. There used to be orchards and flower gardens around a number of manors belonging to rich folk from the city, with a population of dependent farmers/gardeners and overseers tending these, as well as two communities of fisherfolk overseeing three coves with deepwater access. When Harrek's Wolf Pirate fleet arrived, a lot of these orchard folk were evacuated to the City of Wonders, for all good it did them, leaving only a few of the gardener households on the islands (who afterwards suffered their strong share of abductions). There are also Heortling shepherds/farmers on the island, making use of the saltweed on the tidal flats at low tide. Both fisherfolk and shepherd households maintain marriage relations with the inhabitants of the coastal flats on the mainland who follow a similar lifestyle. The deepwater coves were discovered by the pirates as convenient places to resupply, provided they came to an agreement with the remaining islanders, who have since even gained modest prosperity by supplying the pirate ships, a bit like ordinary businesses doing moderately well near criminal biker gangs. (One of my historical parallels was the cordial relationship between the fisherfolk of East Frisia and Helgoland with the Likedeeler pirates harrassing the Hanseatic League.) Next come the two islands overseeing the Minthos Estuary and the deep water channel of the Bullflood estuary. Count's Harbor is the main settlement on the Isles, dominating the island at the confluence of the Bullflood and Minthos currents. (In Jeff's re-discovered maps, this is the only of the Isles which shows a settlement of between 400 and 800 inhabitants. With my recent history of immigrations, I opted to a development towards the upper range of that number.) Here we find a few Pelaskite overseas merchant ship owner cooperatives plying the trade with Dosakayo on Melib, the former arsenal and lesser repair yard of the coastal guard ships picking up supplies here, the count's office, and a bit of chandler-oriented crafting supplying whatever ships need replacement ropes, canvas, barrels, amphorae etc. Other than the locally owned trade, Count's Harbor used to act as the satellite station of Leskos. The Isle of Entry is the outer of these two islands, and the most developed so far. When I discussed residential villas of the early Roman Empire, the Villa of Tiberius on Capri was the logical go-to for inspiration, and Bill pointed out a certain superficial similarity between the outline of Capri (the Goat Island) and this island, so I looked up facts about Capri, liked what I found, and went the whole hog - with a number of alterations. Tiberius's villa became the palace of the Count. A few other villas (like the famous ones populating modern Capri) were assigned to various active and former dignitaries of the 1616 City of Wonders, including a former Caladraland ambassador to Melib whose research into the mysteries of Solf led to his replacement and drug-addled retirement to this island. First was to look for another beast than goats, as those aren't really popular with the nearby Theyalans. I settled on pigs instead, with the alternate name for Mralota being Entra, a goddess with strong ties to Kethaa. This also gives me a nice double meaning, as the island also oversees the Choralinthor traffic entering from the Troll Strait. This fact led me to have a Waertagi lighthouse on one of the 300 foot high cliffs overseeing the troll strait. And of course there is the Selenic Grotto, with a pulsating glow emitting from a submerged fragment of the Blue Moon. Finally, there is Kenstone Island, the only other island with a published official name to date. Mostly a low-lying exension of the Leftarm Vulari peninsula, this island has escaped erosion thanks to some volcanic rock towards the Troll Strait giving a slight elevation to the east. It has three settlements, one of Pelaskite fisherfolk, one of Esvulari farmers and fisherfolk, and a larger mixed settlement with the resident Aeolian talar family and their retainers plus Pelaskite fisherfolk. There is one settlement on the detail maps which I christened Count's Harbor, a name which can remain as a title when (or if) the gazetteer to the re-discovered maps becomes availale. Yes. Old fisherman families with ancestral ties to Karse, sharing in the fisherman rites and pilgrimages there, and coastal shepherder farmers with in-laws on the mainland. There are numerous families with (now former) ties to the City of Wonders on New Manor, Entry and Count's Harbor in my version, a considerable influx of Wolf Pirate dependants resettled from Threestep Isle, and a small but rapidly growing amount of Melibite in-laws of the captains of the locally owned merchant ships. Prior to 1605, population density would have been at a maximum before raiding for slaves by the Wolf Pirates started to be a major problem here as well as on the Rightarm and Leftarm Isles. Early on, an Issaries merchant from Count's Harbor started to serve as a go-between for ransoms of such captives with the Threestep Isles, with other rivals in nearby coastal towns, and even in his home town. Up to the defeat of Belintar's fleet in 1616, the population numbers may have been double what the numbers in the Guide show. None of the pirate crews, the rowers in the Heortland or Belintar's (successor) navies or on merchant ships are really counted in this headcount, either, although they can swell the population by up to one third (though a lot of both navy and merchantman personnel might winter on Melib rather than here). Yes to all, although most of the Ludoch mermen only use such caves as last resort hiding places, preferring to swim in the currents of their shoals and reefs. And more. Incomplete, but I guess you wanted to speculate about a Karse connection? Definitely there, as the main ancestral temple of the old fisherfolk families is located there, and some local trade goes to Karse, too (as does quite a bit of hiring of rowers or sailors). Whether the ruler of Karse has business on one or more of the Isles would be left to your campaign. Canonically, 1000' (300+ meters) is the cap when you look at the AAA maps. Entry and Sober Rock scratch at that mark, the rest tops out a lot lower. Entry has a pig myth about one of the plateau rocks wandering off, Sober Rock has a child of Veskarthan. (Capri is actually twice that high, but also a bit larger than entry. I started some 3D modeling in Sketchup, which gives about the impression I wanted from that island.) A bit of a mix, with the Channel coast another influence besides the Adria. Water temperatures vary greatly below the surface as ancient currents meet the river currents, joining them on their way back through Troll Strait. There are quite a few springs below the Mirrorsea, some hot and volcanic, others carrying the cold from the Troll Underworld, providing a plethora of variation of underwater habitats. There are wetlands broken with open pools of water on most of the islands (other than Entry and Sober Rock). Several beaches of the Isles are overgrown with reeds, a valuable building material for both human and newtling fisherfolk (if for different purposes). My version of the Choralinthor Bay has the biggest concentration of Newtlings around Frog Island, but has bachelor groups popping up almost everywhere. After 1613, in my version there are also quite a few durulz in the region, especially across the Marzeel estuary west of Karse. I have quite a few different scenario hooks or plot-lines under development.
  5. The actual nature of the topsoil of the Plateau prior to the destruction of the Obsidian Palace is not very clear, but we know that Varzor Kitor led his people of humans (and other species) accepting the Nightcult to the top of the plateau in the Silver Age and Dawn Age. Far from all the spouses or the other members of the Kitori tribe were shape-shifting Shadowlord - some shadow-lords even lived with their human kin in Orlanthi clans, like the hero Daramhy who destroyed many of the Arkating shadowlords in a vendetta for his slain wife (History of the Heortling Peoples, pages 40 and 72). Both the Kitori tribe back then on top of the Shadow Plateau and the modern ones inhabiting the Troll Woods would have included human earth worshipers (primarily Esrola as their adopted ancestress) with some horticulture and possibly some grain cultivation, too, while also subsisting on the trade and tribute they collec and distributed. They may have included some worshipers of Orlanth or Barntar, or possibly made use of the chained god Veskarthan (Lodril) for their agriculture. WIth Belintar's destruction of the Obsidian Palace, the surface dwellings of the Kitori tribe became untenable, but they still had vast tracts of land north of the Crossline where they could do their agriculture, and earn from the nascent trade across the Pass outside of Argan Argar caravans. Belintar might very well have offered some compensation for taking away the agricultural basis for Axe Hall, probably in shape of customary grain deliveries up the Plateau. Since his demise in 1616, the granaries up there might now run empty. Trollkin swarms only originated in the Second Age - Naxili Garang's questing to fight the Curse of Kin resulted in trollkin being born in litters, and becoming a staple of troll diet and society. (There were already sufficient numbers of trollkin in 562 (50 years before the quest succeeded) to make their defection from a battle against the light worshipers of Domanand a significant setback to the troll military, which suggests how much the Dark Troll population must have shrunk due to the Curse of Kin.)
  6. We know from the Munchrooms mercenaries that a holy axe of Babeester Gor (basicaly a rune level in itself) has no problems at all to be wielded by a trollkin and to aid trollkin. It is quite probable that the Axe Hall community has a gang of trollkin at their beck and call, possibly even up to the level of spearkin, and that they may have used food trollkin to deal with some of the shards from the Obsidian Palace. I have no idea whether a shrine to the troll hero Tree Chopper might be appropriate at Axe Hall. Possibly yes. If so, the god-talker or shaman for this hero might be a troll or have troll associates managing some of the nearby trollkin. There is a good chance that the temple will keep pigs as sacrificial animals. While these pigs would be a temptation to roaming trollkin, the temptation might be a lot lower with Pig Dog guardians herding them, and the pigs might be of the Tusker variety. Pigs could be fed on mushrooms, giving the temple possible tie-ins with Voralans inside the Plateau. (Real world mushrooms aren't autotrophs, but the Gloranthan variety might actually take nourishment from ambient Darkness itself, possibly making it hungrier/stronger than it would be on its own.) Temple slave trollkin could be fed on wild trollkin trespassing the temple gardens. Which might be protected by earth elementals swallowing or at least immobilizing pesky intruders. The temple would need access to water (if only to have a valid brewing business for their blood beer). Luckily, there are streams and rivulets gathering on top of the plateau, which may be a lot less level than the name suggests.
  7. TLDR: At a guess, a wyvern might want about a quarter of its Size in meat and/or innards a day. That's half an adult pig, or two or three marmots or rubble runners. Wyverns had their origins as emanations of dragons having sex dreams, a specialized form of dream dragons. Perhaps due to the sexual nature of their origin the wyverns continued to have sex, and their offspring have become a draconic species with rather normal bodies and appetites, unlike the dream dragons who seem to share the True Dragon trait of long periods of meditative hibernation without any need of physical sustenance. True Dragons control the energies and matter of the world around them, and can take sustenance from that. Greater draconic creatures might be able to do so to some extend, while still getting some visceral enjoyment and great sustenance out of actually devouring stuff. Wyverns (other than those generated from wet dreams) would be warm-blooded predators similar to say Utah-raptors in size, although possibly a bit less bulky. Their wings seem to use chiropteran (bat) anatomy rather than pterodactyl anatomy. I would expect them to glide on updrafts rather than actively creating lift by beating their wings most of the time, making the food intake of big birds like condors or albatroses a good yardstick. Wyverns are slightly more massive than griffins, somewhat less massive than sky bulls or wyverns. Giant Pteranodons seem to have the same stats except for the lack of a tail and different hit locations. Prey is picked up with the teeth, larger prey is stunned first with the tail. Their natural habitat seems to include high mountain slopes beyond the tree border, which makes hunting mountain goats (ibex, chamois) or large marmots a likely source of their natural sustenance. Over open plains like the Praxian chaparral, they would swoop onto smaller beasts like impalas or calves of some of the larger Eirithan beasts. Pigs would be a good alternative to the juicy marmots, but don't often venture out of tree cover. As food for domesticated wyverns, pigs might be ideal. Carrion would be another natual source for sustenance. As flying carnivores, wyverns would find dead beasts in a large area, and their size and armament allows them to fight off other beasts of prey, or even add them to their diet after their venomous sting takes effect. Wyvern venom would be a valuable commodity for alchemists. Production of venom comes with a physiological price. If the venom is used to turn prey into docile dishes, it should not be noxic when ingested, only when injected, or otherwise the wyvern should have some immunity to it. Other carrion-eaters might have tolerance, too. The Bestiary doesn't give suggestions about how many loads of venom a wyvern might be able to inject - a definite oversight when using wyverns as mounts.
  8. Heler Cult: (p. 99) "sits low" and "sits high" doesn't quite work out with the mechanics of the sky dome tilt and rotation. In mid-summer, at midnight Lorion sits fairly high in the southern sky as the tilt of the Sun Path and thereby Polaris is either vertical or slightly to the north. In mid-winter at noon, unless you are a Yuthuppan Star Seer you don't get to see Lorion quite high in the northern sky because his light is outdone by that of Yelm, although you get to see the blue color that he carried into the sky. The tilt of the Sunpath and Polaris is considerably to the south, spilling the celestial fire into the Nargan and beyond, making the Sky Dome experience colder everywhere. As a result, objects on the low edge of the sky when they pass the two gates of Dawn and Dusk are elevated quite a bit on their daily pass through the northern sky. Unless of course I got the tilt of the sky diametrically wrong: both the wikia and this thread agree with my conclusions above, but further down in the thread Nick got second thoughts. Although looking at the second image Nick sent to my reply, the considerations above still seem to agree with my observations, and the text inherited from before anybody checked the mechanics (as presented in Elder Secrets) doesn't seem to have taken these mechanics into account.
  9. That still leaves the weird "founder of the Big Rubble" as if Pavis was responsible for the ruined state for his old city.
  10. Depends on which "Seshnela" we are talking about - the old peninsular Malkioni kingdom that inherited the Serpent King history with the Pendali and lots of local deities and demigods including Seshna Likita, Froalar the Serpent protector of the kingdom, Ifttala (slain by Hrestol), Aerlit (father of Malkion and of Damol), Basmol, Kraljiid, Damol (son of Aerlit and the daughter of Fenela - sister of Hrestol - and Duke Yadmov, another grandson of Malkion like Froalar). The other Seshnela is the modern Bailifid kingdom in the Tanier valley, descendants of the Autarchy and the Dari Alliance, who have history both with the Old Gods of Ralios and the Theyalan missionaries who came to the Dari Alliance and made them part of the Bright Empire after the Sunstop. On top of either, there were the God Learners, both with their Abiding Book message of monotheism picking up where the Silver Empire of the second century left off, see https://wellofdaliath.chaosium.com/home/gloranthan-documents/greg-sez/the-kings-of-seshnela-part-one/. For the God Learner history or the Bailifides history, click the other links in that document. While the orthodox God Learner message of the Abiding Book and the Return to Rightness Crusade (called the Makanist creed in e.g. The Middle Sea Empire and Revealed Mythologies) was indeed fueled by monotheist sentiments, the experimental side of the God Learners (strong in Jrustela, Slontos and Umathela, but tolerated and harvested in Old Seshnela) was all about messing with the ("lesser") gods of places or other peoples.
  11. rather Earth, Storm and Darkness-worshiping Kitori humans.
  12. Looks like there used to be quite a few Kitori axe maidens before the surface of the Shadow Plateau was showered in shards of volcanic glass by Belintar. Some "Man of the Arans" style farming might still be possible between the wreckage, if there are any temple-adjacent folks willing to try.
  13. Mainly because the presence of Hrestoli in Seshnela since the Rokari reforms has been downplayed by the source material, and perhaps because maybe not everybody links Siglat to Loskalm/Fronela. Other than that, typical thread drift, and my attempt to get it back into the Tanier Valley.
  14. This thread is about the other Hrestoli, the Seshnelan variant which has been suppressed since the Battle on Asgolan Fields.
  15. Nochet has enough foreign minorities that may require the grains of their homelands for their rites or even sacrifices, which means that a certain small amount of such grain or pseudocereal is bound to be imported. Outside of catastrophic harvest failures like the Windstop (that undid the normal sailing winds, too) or in order to supply majore miitary undertakings there is no conceivable benefit in delivering grain in bulk to Nochet other than from the hinterland. Would Meldektown wish to import any grain? The Aeolians grow pretty much the same types of harvest as the Esrolians, so probably not. The Quinpolic League probably imports much of their grain from the Tanier River valley, in exchange for preserved or processed fish, or in payment for the luxuries or military necessities passed on. While Tanisor grows rice, they don't appear to have a native grain goddess for that. (But niether does the land goddess of Peloria provide rice, it is only specialized grain goddesses or ancestral spirits who support these grains.) Nolos may have some significant agriculture of its own, but the scattered Pasos islands would have to struggle to support their population with home-grown grain. Weirdly, it is the Nolosite Du Tumerines who went for the grain privilege?
  16. The Tanisorans (not the peninsular Seshnegi) did receive the Lightbringer religion under the Dari Alliance, so there is a reason why Theyalan deities would be established in the Tanier valley. Still, I wonder why Barntar would be the plow god here, when the Malkioni had extensive contact (though often hostile) with aspects of the Lodril cult, whether Ladaral (Laddie) quenched by the Neliomi current using Brithini aid, or Turos quenched by Oronin. Lodril or a son of Lodril might be a better choice for the plowman's deity, also when we talk about the rice cultivation in the Tanier valley.
  17. I Fought We Won was fought by heroes and demigods in the Surface World. Some of the Silver Age heroes of the Theyalans were participants in that conflict - King Heort, the Only Old One, the (future?) Inhuman King, a dwarf hero (possibly one of the few ancient Mostali instead), a High King Elf hero. Some claim that Zzabur participated, and while I think he did something major concurrently, I don't think that he was attuned to the same world-renewing mystery. The concurrent event with (nearly) all the gods participating was the RItual of the Net in the Underworld, an event enabled by the Lightbringers' Quest, and possibly other quests/chained feats of other deities. Kralori emperor Vashanti was somehow involved in the Underworld business, for instance. Failure is relative. The 1625 ritual of Kallyr Starbrow - her Short Lightbringers' Quest starting at he Hill of Orlanth VIctorious - avoided to become major failure by a hair's breadth while ending up as a resounding failure for its purpose to strengthen Kallyr's reign and Sartarite unity. By that outcome, the Lunar invasion that leads to the Battle of Queens should be an uncontested victory, but somehow that fails to materialize. Also, possibly due to Jar-eel playing with the Sartarites rather than running the imperial world-confirming quests, the Empire gets invaded by Dranz Goloi. In the end, all those quests resonate with one another, and mutual intrusions at magically very charged questing would be an expected outcome. Argrath's Full Lightbringers' Quest took more than a year, similar to those original two of Harmast.
  18. IMO it is about who can teach you this spell, and at which price discount. Spirit spells granted by an associated cult can be taught by Rune masters of your own cult, provided the associated cult has enough of a presence in that holy place.
  19. Humans have rather extreme neoteny, with a long-postponed adulthood (even if you allow for early teenage adulthood) compared to most beasts. Any beast brother (wolf or otherwise) would long have experienced full sexual activity by the time the human partner approaches it. Canon tells us that the shape-shifting magic is bestowed (to the human-shaped Hykimi) only upon reaching (magical if not sexual) adulthood. (The elusive goal of mental maturity is hard to define, and while there seems to be something like a minimum age for certain phases of brain development to finish, full development of social and intellectual maturity may be delayed long after the wetware architecture allows it.) Things could be different for pups shifting between the two shapes or at least mental developments.
  20. When the idea of orthodox Malkioni was introduced, it was riffing of the waves of iconoclasm that made the ostentatious orthodox-catholic church tremble, or the similar movements during the Reformation era, or the re-design of Christian churches into mosques. The latter with its offerings of calligraphy of the holy text in place of previous idols probably is the best approach, a replacement of sacred foci by a different type of sacred focus. There must have been something similar going on in the temples of Seshnela following the victories of Bailifes - forceful removal of idols of ascended masters from the temples to the Invisible God, the editing of Abiding Book scripture in the ornamentation - whether written or pictorial - down to the licensed selection from the holy text as extracted by Rokar. In recently re-conquered city-states of Safelster this may have been less of an issue after Ulianus II had extended the Bailifide domain enforcing the philosophy of Leplain to its maximum extent. The upcoming seventh Ecclesiastical conclave seems to target the wizards rather than their places of worship, but those may simply follow.
  21. To me, this rather sounds like it takes both a two-legged person and a four-legged person (using the Animal farm definition for weirder beasts) to make up a whole Hykimikyh person. There will be orphaned or unpartnered non-whole persons of either number of legs, regrettably incomplete people. One thing I am a bit unsure of is how being a shaman with (yet) another approach to becoming a complete person interferes with this concept of a whole person in two bodies. There are Hykimi folk who are more or less incomplete by default, like the Basmoli of Prax.
  22. Telmori can get quite old (at least those descended from Ostling and Onelisin, few others ever received a name in history). Do these bonded beast brothers gain protection from old age like the butterfly companions of Chalana Arroy healers?
  23. Plentonius stanned Avivath, the first urban Dara Happan to wield the power of Yelm (the Sunspear) within Time (unless the Hyalorings had that power, and later the Pure Horse tribes?) The Bridling of Kargzant ended Hyaloring power when the sons of Vuranoste (Plentonius uses a Dara Happanized Vuranostum) failed to prevent the Barbarian Warrior in the sky from putting the roving Kargzant onto the Sunpath. There may have been more than one Night Sun in the sky prior to that, or simply a Lightfore unfazed by the Gates of Dusk and Dawn, remaining in the sky come sunrise or sunset. IMG there were two such night suns - the pale trailing golden spearman Cold Sun following Hot Antirius, and Reladivus Elmal Kargzant the roving sunhorse. This event merged the two celestial bodies and their cults. Who was the Orlanthi hero who did this? Possibly a hero of Elmal? Plentonius blames Orlanatus, but then he always does.
  24. Do characters or beast brothers whose companion dies remain orphaned, or do they form new bonds?
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