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Joerg

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Everything posted by Joerg

  1. The Cosmology map on p.10: Looking under the surface of the water, I think that Slon is not depicted correctly. While we have no evidence that the Break created a vertical fracture of the earth cube, that shallow sliver doesn't appear thick enough to house the vast underground realm of the Decamony of Slon.
  2. Kim Stanley Robinson's Mars trilogy has the colonists bombard Martian atmosphere with ice- and nitrogen-carrying meteorites to build up an atmosphere beyond what can be released from Martian soil. Not by direct impact but by aerobreaking in the atmosphere. The other major geoengineering feat in Robinson's chronicles of colonizing Mars is a mirror array in the L1 position increasing the amount of solar radiation (at least in the visible and infrared).
  3. He does let you breathe... Orlanth is first and foremost a Storm god, not a Wind or Air god. Storm and windmills aren't exactly friends. His elemental contribution to Orlanthi agriculture are the rains that he drives over the lands. That said, since noone is going to build a stormmill, and winds are lesser cousins, there doesn't have to be a taboo against having them work for their worship.
  4. Mostali are miners, and grind material all the time - ores for refining, then for mixing the ores before the alchemical transmutation into metal. They will have rotational mills similar to those big stone wheels used to press olive oil, hammer mills, and probably horizontal mill stones for fine grinding and mixing. I would stop short of ball mills, though, but autogenous milling (using larger chunks of the material you want ground in lieu of mill stones) probably is used, too. (Al)Chemists use grinding all the time, too. Mineral pigments, organic material for extraction, the components for blackpowder all benefit greatly from being ground, and larger scale applications would want some mechanisation for mortar and pistil. In other words, core mostali activities benefit greatly from mills. While they may employ jolanti or enslaved humans or their blind cave oxen to power these, they might as well use water wheels or even wind wheels - possibly vertical shaft ones resembling a Mobility rune. Gears and transmission belts or chains would be well known to the Mostali, too. The Flintnail cult is likely to produce mortar (the dry powdered stuff) in mills. No idea what they use to power these, though, and whether any of these are built above-ground.
  5. When I wrote "I don't see any watermills" I was referring to the aerial view of New Pavis and the maps, and I was referring to the lack of buildings standing with one of their sides in the water. And yes, we are talking about a "Bronze Age" setting. That makes the use of sails debatable, and certainly precludes the use of oars (paddles are ok, though). It also precludes the use of cranes, even with only direct translation (huge force wheel - probably treadmill - and a rope directly on the axis). Then there is the huge exception to this rule, the musket-wielding servants of the World Machine who regard themselves as the cogs and gears inside that construct. Openhandism has leaked some of these technologies into the surrounding human cultures, outright theft or clandestine copying has leaked others. Anachronistic technology (if you measure this against Bronze Age cultures in Earth history) in the hands of humans includes devices like Leonardo the Scientist's pedalcopter (lots of transmission going on there), the turtle ships and the steam bubble boats of God Forgot, construction machinery used in Boldhome, coinage and mints, stirrups. Note that at least to me "Bronze Age" is also an accurate description for the Urnfield culture north of the Alps (contemporary to the iron-exporting culture of the Etruscans) or the pre-contact and contact Inka culture. Stop thinking about Mesopotamia or the Mediterranean only.
  6. I thought I knew the authors, but I haven't yet met Jason Richard or Jeff Durall... Given the gaffes in describing the setting as new or Roman, I would say this is an unbiased review by someone completely unfamiliar with either RQ or Glorantha. Which means that the new approach works for absolute newcomers.
  7. Does grain get ground to flour, or is it just coarsely ground and then boiled with water? How common is bread? I don't see any watermills along the Zola Fel, and there is no indication of wind mills either, so any grinding will be done with muscle power. The only question remains whether the grinding is done by human arms or by draft beasts running in circles. Such a donkey or Praxian herd beast drawn mill might also be used as an oil mill for e.g. skull bush seed..
  8. I have seen everything from the sadistic "does it hurt when I touch you here in the open wound, and what business do you have swinging blades at all" type to the angelic self-sacrificing type causing her group to charge the enemy to get her out of yet another fix. Why would any healer want to do that? You either place them there to eat away necrotic tissue, or you pick them out without making them spill their intestines into the open wound. No idea. Can you kill them when slapping at them or scratching yourself? A Chalana Arroy cultist surely will inconvenience a tick or a leech in order to make them let go of their host. Leeches might be used for treatment, much like maggots. Can one annihilate a disease spirit through non-chaotic means? Banishing or imprisoning a spirit is a different thing, and well within the mandate of Arroyans. You cannot kill an undead, it is already dead, only blasphemously animated. This is one of the few things where Humakti and Arroyans agree - the dead and the undead need to be put to rest. They do disagree about when death becomes an immutable fact, though. As to a sapient undead resisting his being laid to eternal rest - "It's for your own good." A human Arroyan could subsist on milk, fruit and plant sap, too. The problem with vampires is that they are undead. Vampire bats are a different proposal. A knife used for surgery is not a weapon. A bag of healing herbs swung or tossed against an enemy is (at that time). A plant is not a creature. It may be holding a spirit. Innocent chaos might become a problem for an illuminated Arroyan, but then an illuminated Arroyan doesn't really have to care. A broo larva is never innocent. It was born from the disease of the world, which is chaos. It is not a living creature, yet, just a parasite that perishes once it is outside of its host. A post-natal broo is a different proposal. It is a creature that might overcome its blasphemous origin. However, unless the Arroyan put it under a sleep spell, she is not obliged to defend it. I beg to differ. Even though Gloranthan child mortality is way lower than any but the most modern periods of our world, children are regarded as people only above a certain age. Before reaching say the age of five or six they are precious beings to their kin, but not yet fully realized children of the family. Abandoning surplus children is a hard but often necessary choice. Preventing the spawn of rape to be born could be a matter of policy, if not of the Chalana Arroy cult then of the Ernalda cult. Would I ask a Chalana Arroy healer to perform an abortion? Probably not. This is the territory of Earth Witch or the crones. Besides, I suspect that they will have a spell to induce a premature birth rather than perfoming surgery. I can see the Gloranthan healers to place greater value on the survival of the birthing mother than the Catholic Church with its dynastic lobbying. Ernaldans might still see the short end of this stick if they are all alone in a distant clan which is desperate to save the child. How much does a paternal grandmother's greed for grandchildren overcome female solidarity in their marriage diaspora? Will they accept the hostility of the maternal grandmother and her clan for sacrificing their kin for nothing more than a chance that the child will survive its earliest years? Ernaldans are supposed to be the rational and calculating side of their marriages, leaving the emotional outbreaks to their husbands. I don't know many real world myths around this topic - the only one that comes to mind are the circumstances of the birth of Llew Llaw Gyddes.
  9. The Waertagi preceded all other naval activities by an age - they traveled Sramak's river before there were seas invading the dry lands. They mostly stuck to the western edge, and ventured inward after Togaro, Hudaro and their children had conquered parts of the surface. There aren't that many pirate deities around. Ygg Seastorm was the ancestor-chief of a coastal people that lived on the edge of the Glacier and Winterwood (was that forest ever covered by the Glacier?), and while any Vadrudi group has much in common with pirates, they didn't make themselves known elsewhere but their homelands before the Opening. Most of the early fleets in the Storm Age started out flying - the Artmali sailed down from their moon, the Zaranistangi from their planet, the Helerites from the clouds. The Sofali traveled along their four big ancestral turtles and founded four colonies around the inner seas, but the western two were destroyed in the Gods War. Possibly with Waertagi agency in one case. It isn't clear when the Vadeli took to the seas. Given the Awesome Bridge erected by the Mostali to connect Tharkarn with the Vadeli Lands, they seem to have been landlubbers when the Helerites were active in the region. Their activities in Chir and Poto may have given them access to the Artmali sailing tradition, their presumed activities in the Janubian waters would have brought them into contact and conflict with the riverine and limnic Waertagi of that region. (Without wanting to over-simplify Pelanda, would the riverine and limnic Waertagi have been identical to the Bethegusite reed boat manufacturers whose heirs construct the moon boats? Or was this a Veldang group with its very own Lunar connections? What kind of vessels did the riverine Waertagi live on?) The Vadeli conquest of the Brithini fell into a time when the seas were at a record low and few if any Waertagi were active in the region. The Neliomi Sea was separated from the western oceans by Valind's Glacier, and while the Waertagi just might have maintained contact using their submarine variant and their vessels, it appears that they either were trapped in the evaporating seas of Neliomi or roaming far out on Sramak's River during the great Vadeli Empire. Zzabur's Breaking of the world ended both the glacier blockade and the Endernef dry phase, and the Waertagi spilled back into the new Homeward Ocean. They may have served Zzabur in mopping up surviving Vadeli presences, thereby distracted from Artmali activities. The Waertagi don't appear to have penetrated into Kahar's Sea or the East Isles, or into the Nargan Sea before the Sky Spill. Nothing is known of their interaction with the Indigo Conquest, the big naval expansion of the Artmali. The Artmali interactions with the Thinobutans are the best record we have, and that consists only of rather vague hints. Teleos became known for its pirate activities only after the Battle of Tanian's Victory. Vormain and the East Isles had naval and pirate activities long before, but the East Isles appear to have been an exception to the Closing. The Thinobutans inherited their outrigger sailing from a Sendereven shiip far off their usual course. We know that the Waertagi were active near Maslo because of their presence at the Edrenlin archipelago where some city ships were beached and presumably destroyed. At the Dawn, the Waertagi ruled the open seas supreme. They didn't dominate the East Isles or stamp down on all coastal sailing, but they reserved the long range sailing for themselves. Their best known war against competitors is of course the one against the Jrusteli. It is likely that they had a war with the Artmali of Fonrit before the arrival of Garangordos, and that they were instrumental in putting the blues of those lands into their wretched state that enabled Garangordos enslavement of the land. Thinokans and Masloi may have had their own hostile encounters when straying away fro their coasts. On the Genertelan coasts we have no surviving records of naval activities clashing with the Waertagi. The Seshnegi seem to have been content to hire Waertagi services, and the Manirians of Slontos are known customers of the city ships, too. The worshipers of Tolat around Teshnos may have given battle now and again, but the Zaranistangi used their teleportation Magics to move around, avoiding direct conflict of interests with the Waertagi. The Pelaskites and the Manirian coastal fisherfolk were firmly under Ludoch domination and interacted friendly with the Waertagi. Troll navies might have been a worthy opponent of Waertagi fleets, wiith the sea trolly as their own submarine auxiliaries. I don't see the Only Old One waging battle against the dragonships, though, and the Kenyrian troll navies were separaated from Waertagi seas by the Glacier. It isn't clear when the Mostali started trawling out of Slontos on their concrete castles - possibly only after the sinking of most of Jrustela. The Errinoru fleet was active after Tanian's Victory. The giant cradles don't appear to have been meddled with by the Waertagi. It isn't clear when or how the giants adapted their prepoduction to this rebirth through Magasta's Pool - they cannot have done so before the Greater Darkness, because the Spike blocked that waterway. They may have had allies a the base of the Spike guiding those cradles into its interipr and onto a tributary of the Styx in its interior, though. Even so, this pattern can only have started after Sshorg or Seolinthur sent out one of its tendrils, named Zola Fel, into giantland. This makes me wonder whether there used to be a tributary of the Styx reaching into Giantland whose path was broken.
  10. I think that clan relationships may often trump tribal relationships. There haven't been any inter-tribal wars for the entire reign of the Princes of Sartar. Since the Lunar conquest, there has been the Telmori war, the Cold Wind uprising and the Duck Hunt. Without such a recent history of intertribal warfare, tribal relationships or clan relationships are influenced by their stance towards the occupation forces. The division in collaborator tribes and rebel tribes that was given in Barbarian Adventures was a gross simplification, though - each tribe, and to some extent probably each clan will have some constituents proposing to cooperate with the occupation forces as far as necessary and/or profitable, and some in fundamental refusal to cooperate. Feuds are usually pursued between clans, and may extend across tribal borders, but needn't do so. Marriage ties between the host clan and the visitors' clan play a most important role, too. Relationships to third clans in feud with either of these will play a role, too - if the visitors are friendly with a clan in active feud with the host clan, their reception will be quite reserved unless there is an ongoing stronger relation between the two clans. A traveler should be prepared to know which of his clan's daughters married into the clans in the area. Upon meeting representatives of a clan, it is good to cite blood ties with some of their females (provided these are in good standing with their clan). Intra-clan politics may invert a relationship bonus or penalty for certain individuals, as will relationships to other clans. How united are the clans of a given tribe? This may vary greatly. Some clans may have declared or undeclared feuds with other clans inside their own tribe. Others may still be sullen about lack of tribal support in their conflict (whether legal or armed) with another clan. Shared tribes or shared city confederations may be good for name-dropping of tribal leaders one deems friendly or supportive for one's position. I don't know how much further tribal authority will go.
  11. Aftal's city was quite degenerate after having been beached and anchored for most of the Closing. The Waertagi used ot have a great variety of support craft that didn't work well around the beached city ships, and either were lost to the Closing or cannibalized for repairs of their city ships. Waertagi in canoes is about as sophisticated as Praxian beast riders on foot. Those mercenaries would have to be ferried in, and they'd be corrupted by interaction with the enemies of the Waertagi, acquiring knowledge of overseas cultures. Unless the Waertagi brought them along with their families as settlers in the new lands, they would have to strand these mercenaries away from their homes. There are known cases where the Waertagi aided emigrants e.g. from Slontos or Jrustela to establish new colonies, in exchange for service as mercenaries. I cannot think of any cases where they brought mercenaries that expected to go home after the campaign, though. This is a tactic not limited to the Waertagi - Terthinus employed these methods, too. Counting on the Ludoch can be a fatal error - even if the coastal folk have long standing cooperation by submitting to the Ludoch, the Waertagi have ancestral ties with the Ludoch, and they bring their sea sorcery as a help to neutralize any Ludoch interference - if only by threatening to use it. The Waertagi had a long tradition to interdict any overseas travel by anyone but themselves. In this, it is suspected that they were aided by the Triolini, regardless of their cooperation on a local level.
  12. I expect most Gloranthan healing to happen without overt magic use from the healer, but providing conditions that allow the natural magic of the living body to heal itself - bandages, splints, salves, ointments, fumes. However beneficial, large doses of magical healing might alter the body to an extent that it becomes something else, something no longer the original person. A special case of this is the relife sickness that is experienced by some resurrectees, but an arm or leg that gets re-attached one time too often might begin to feel alien, too. A regrown limb won't necessarily feel the same as the original.
  13. Sog is an elemental entity well known to the Waertagi, one they have friendly contact with, and who apparently benefits from their cooperation, too. I'm not sure how much the concept of Bab the Food Goddess (the submerged Earth Cube) still is canonical, but giving a water entity access to dry land food probably still is a good way to ensure its cooperation. For the Waertagi, the trick is to get the tidal wave when they mean to ride into (or out of) their drydock, rather than waiting for some other cause to bring in such a wave. GIven the sizeable population of a cityship, they need a constant supply of food, which may mean serious overfishing if they stay in a place for too long. When taking on drylander cargo or passengers, they would usually also take on food both for the passengers for the supposed duration of their journey and for themselves to avoid depleting their port's seafood supply permanently. Usually they would enter the ports on auxiliary vessels rather than on their cityships. Waertagi are perfectly capable of beachhead landings, and of deploying marines rapidly from their vessels. Their mastery over the tidal waves means that they can make landings across reefs that usually would prevent any amphibious operation. While using this approach comfortably for raiding or for establishing a new colony (of passengers), they prefer to use ports with good cargo facilities for trading.
  14. The CA vows are spoken by Orlanthi, who have a very clear stance about Chaos being not part of life as we know it. Living Being probably is limited to living and breathing being, unaware of plant interaction with the atmosphere. (Fish etc. breathe water.) Broo larvae are parasitical infections. Diseases are spirits. Parasites don't breathe either air or water, hence they may be cleared. The only plants registering as living beings are elves, runners, piixies and dryads. Anything else from the plant realm is food. (At least if you are an uz Chalana Arroy.) Microorganisms aren't living beings. They may be part of soil, or darkness stuff, or spirits. Soil, darkness stuff (like feces) and even rock may be alive in Glorantha, but not beings. Gargoyles are living beings. A dung ball rolled by a scarabaeus isn't. The Scarabaeus larvae emerging from it are. Yeast is not a living being. It is part of fungal matter (proven by the Voralan mastery over this stuff), which is part of Darkness matter, or Darkness plant life. Undead things or dead things walking aren't alive. Accidental deaths aren't a violation of CA vows - a CA rider whose steed perishes as the consequence of a failed leap doesn't violate her vow. Neither does a CA surgeon whose patient bleeds out before he can suture the wound..
  15. Ancestor doesn't necessarily mean direct ancestor, someone who branched off your great-by-the-power-of-x grandfather still qualifies. In this case, any descendant of Zaramaka is close enough. It isn't clear that they worship the tidal waves - their sorcerers command them or make deals with them to carry their city ships into the dry docks. What is interesting about this is that the tidal wave apparently can be called outside of the natural tides. The way Gloranthan tides work, high water accumulates only slowly as the Blue Moon rises outside of the Sky Dome from below the deepest seas, taking an average of 3 to 4 days for that climb (can be as little as one day and as much as 6 days). This doesn't really cause a tidal wave running into the harbor. The outgoing flow happens within hours, though, as the Blue Streak plummets from Pole Star through Magasta's Pool into the deepest hell. The so-called tidal wave is really a weak form of a sea taking a run at dry land, not half as bad as Worcha. It is not tied to the tidal cycle, although a high tide obviously provides more water under the bellies of the Waertagi city ships. Such "tidal waves" (a better name would be "harbor waves", which is the translation of tsunami) probably are common events in coastal Glorantha. The seas and their currents are sufficiently alive to send out such waves ever now and then, without the need for high magnitude earthquakes or mountainsides sliding into the sea. A few of the more impressive monsters like the Leviathan probably can cause such waves, too.
  16. Funny that - I would have thought that a relational table would be the most durable format there is. Assigning a primary term from a host of applicable terms can become a hassle when several terms of roughly equal weight are available. A text format (other than csv or using an inline markup language) is usable only in one direction. Translation lists are always better off bi-directional. Being able to skip the English terms when translating from French to German would be another bonus. I know that my table can deal with "Storm Voice", "Priest of Orlanth", "Thunderous Priest", "Orlanthpriester", "Priester von Orlanth", "Priester des Orlanth", "Sturmstimme", all of these pointing to the same entry ID. Sometimes a term may point to several entry IDs. With the language identifier, this can create search results like e.g. dict.leo.org. The other issues on translation aren't quite covered by this. Adjectives can be treated as nouns when they describe an origin, since they can be used as nouns for a person fitting that description, but this still doesn't tell me whether the best adjective form is Esrolian or Esrolite, esrolisch, esrolianisch, esrolitisch. Or how to translate Sartarite: sartaritisch, sartarisch, sartaranisch, Sartaren (ick), Sartarier (modest ick), Sartariten (closest to the English version), Sartaraner (those terms with capital S denoting people from Sartar). Adjective formation isn't quite regular, but there are some tendencies. Tarsh - Tarshite, Sartar - Sartarite, Prax - Praxian, Heortland - Heortling/Heortlander, Kralorela - Kralori/Kralorelan, and if you think this isn't an issue worth pursuing, you haven't had to translate a foreign language text into English. What are the terms for a member of the Mastakos cult (or subcult) - Mastakosian, Mastaki, Mastakosan, Mastakan, Mastakosic, Mastakite? Are there any kennings analogous to Storm Voice? Or a worshipper of Yelm - a Yelmie, a Yelmic, a Yelman, a Yelmite, a Yelmian? I probably would go for Yelmite for the worshipper, Yelmic for stuff pertaining to the cult or culture of Yelm. WIth that out of the way, what to use for a worshipper of the Yelm pantheon? And while Orlanthi covers all of this nicely in flectionless English, you stumble over flections when using this term in German or French, and when pertaining to people, also in gendered forms. I want to be able to recognize a German or French language Gloranthan term for the English language term I am familiar with. Someone more familiar with the native language terms may end up quite unable to communicate meaningfully in another language. The Wikia format doesn't really support this - you can define re-directs, but you don't get the list of terms you've been re-directed from, but rather the explanatory text and hyperlinks to other topics. XML is the verbose ugly sister of csv exports with some knowledge about the database structure. It is best generated from a relational database interface, too. Also, the wikia is Peter @metcalph's project, and has different priorities.
  17. I'd like to couple such a list of translations and synonyms with a reincarnation of my old index, which had the feature of allowing multiple synonyms for a single term - adding a language identifier to that table would be a piece of cake, and could be used for any language. Since you proposed to fine-comb the Guide in a joint readership group, I thought I might use that occasion to start a new index database with the same structure, and add the old info from what I still have from my older offline versions - unless you or Nils have any more recent backup of the online version before your server migrations. Getting that beast back up would be nice - in case of doubt I could host it or at least the database myself at glorantha.de Robin stalwartly poses "Kuppel" as a better translation for "Dome" than "Dom", even though a translation website like leo.org offers both as valid translations: https://dict.leo.org/englisch-deutsch/Dome As I pointed out in my lengthy discourse above, finding a term that forms a good German language adjective is fairly important, too. "Yelmalians" describes cultists as a whole, "Templars" stands for members of the mercenary regiments of the temples, and "Sun Domer" doesn't translate easily into German. The name for Sun Dome County and its leader is another topic that needs to fit. Since Greg is not from Britain, I think that "County" is less the fief of a count and more an administrative district, the same as "shire", but from Anglo-Norman French linguistic roots rather than Anglo-Saxon. If we want to de-mediaevalize Glorantha, we should start with eliminating unnecessary mediaeval terms outside of Western context, and then re-think Malkioni terminology.
  18. Da hier mehr Leute mitlesen, füge ich hier mal eine E-Mail ein, die ich an Robin als Antwort auf diese Frage geschickt habe: Bei der Übersetzung geht es meiner Meinung nach nicht nur nach der besten Bedeutung des Englischen. Eine lautmalerische Komponente kann bei der Übersetzung genauso wichtig sein, siehe Broo - Bruu. Und da ist Sonnendom nun einmal perfekt für Sun Dome (was im Englischen genauso ein Kunstbegriff ist wie Sonnendom im Deutschen). Der Sonnendom steht meiner Meinung nach für zweierlei. Zum einen für den Tempel mit der (zumindest von innen) vergoldeten Kuppel, wie er in den Heiligtümern dieses Kultes üblich ist, und zum andere für den perfekten goldenen Sonnenhimmel des Goldenen Zeitalters, vor der Invasion des Himmelsflusses (Lorion), nach dem sich der Himmel blau einfärbte. Ob damals die gesamte Himmelskuppel golden war, oder nur der Hintergrund hinter dem Imperator, ist mir dabei nicht ganz klar. Immerhin liefert Bertalor in seiner Abhandlung über die Runenmetalle Zinn als Himmelsmetall, Ze-Metall, nach Zrethus, dem Rali(an)ischen Himmelsgott, den ich mit Aether gleichsetzen würde (Vater von Umath), und Zinn ist weißlich, eventuell sogar leicht ins Blaue tendierend. Allerdings könnte dies auch eine Folge der Invasion von Lorion sein. Yelmalio Tharkantus ist der kalte Widerschein der ursprünglichen Sonne, nicht (mehr) die feurige Sonne selbst. Die goldene Kuppel bildet das Dach des Sonnendoms. Hierbei sehe ich Dom als religiöses Bauwerk - Sonnendomtempel ist ein halber Pleonasmus, in etwa so wie Domkirche oder Petrusdomkirche. Der Sonnendom ist ein Tempel mit Ordenskriegern, die deshalb Templer genannt werden. Sonnentempler oder Sonnendomtempler - ich bevorzuge zweiteres, kann aber auch mit Sonnentempler leben. Sun Dome County könnte man als Sonnendomgrafschaft aus dem britischen Englisch übersetzen. Greg ist allerdings kein Brite, sondern Amerikaner, und da ist ein County ein Verwaltungsbezirk ähnlich einem deutschen Amt oder Kreis, oder in altertümlicherem (und leider vernazifiziertem) Deutsch ein Gau (in britischem Englisch "Shire", was wie "County" ein Verwaltungsbezirk ist, allerdings noch mit dem Angelsächsischen und nicht dem normannischen Verwaltungsbegriff). Zu diesem Thema gibt es fast eine eigene Folge im History of the English Language Podcast... Schon bei der Übersetzung von "Herr der Ringe" war die Übersetzung von "Shire" problematisch. Mit noch viel größerer Nähe an die NS-Zeit wollte man den wörtlichen Begriff "Gau" unbedingt vermeiden, weswegen Bilbo, Frodo und Co in Deutschland aus dem Auenland kommen. Übersetzt man das ins Englische zurück, hat das gar nix mit Tolkien zu tun. Grafschaft ist ein Begriff, der erst im Hochmittelalter aufkam. Count ist von Comes, Comitis abgeleitet - königlicher Gefährte. Allerdings hat das auch was mit dem Accounting der Steuereinnahmen zu tun. (Genauso wie sich Graf vom griechischen graphein ableitet, Schreiber.) Der militärische und weltliche Anführer der Templer eines Sonnendoms heißt im Englischen Count. Eigentlich schade und verkehrt, denn der militärische Rang müsste Duke oder Herzog heißen, aber diese Feinheit hat sich leider nicht aus Hrestol's Saga nach Cults of Prax hinübergerettet. Allerdings gibt es schon aus dem frühen deutschen Mittelalter den Titel eines Markgrafen, der sehr wohl militärische Aufgaben zu erledigen hatte. Eine Mark ist ein Grenzland. Typischerweise befinden sich Sonnendom-Tempel in der Regel in Grenzgebieten, wo ihre Templer gegen ständige Bedrohungen als Pufferstaat eingesetzt werden - Sun Dome County dient der Abwehr der Kitori und der Trolle, Goldedge in Tarsh hält die Tusk Rider in Schach, und Sun County in Prax bietet Schutz vor Nomaden und ggf. auch Invasoren von See aus. Insofern fände ich Sonnendommark erheblich ansprechender als Sonnendomgrafschaft, beides taugt aber nicht zur Adjektivbildung (siehe unten). Sonnendomlande oder Sonnendomgau wären ebenfalls vernünftige Begriffe, wobei "-gäuer" (wie Chiemgäuer, Allgäuer) auch kein wirklich schönes Adjektiv bildet. Sonnendomharde würde leider keiner verstehen, der nicht mit dänisch/friesisch/nordalbingischen Verwaltungsbezirken vertraut ist, fände ich vom Klang her aber am besten. Als Synonyme zur Vermeidung von ewigen Wortwiederholungen bieten sich Tempelland, Tempelmark oder Domlande (im Plural) an. Kommen wir zu den Adjektiven und Herkunftsbezeichnungen. Templer (egal mit welchen Vorsilben) ist leider schon für die Söldnerregimenter der Tempel belegt und scheidet damit als allgemeine Herkunftsbezeichnung für Bauern, Frauen, Kaufleute und andere Bevölkerungsgruppen des County aus. Sun Domer wäre möglicherweise als Sonnendomler oder Sonnendomer übersetzbar, klingt aber trotz der Ähnlichkeit zum Englischen ziemlich suboptimal. (Über Kuppler egal mit welchen Vorsilben wollen wir mal gar nicht nachdenken...) Sonnenländer trifft es auch nicht wirklich. Sonnendomländer ginge noch am ehesten. Domländer wäre deutlich praktischer. Was fiele dir als Adjektiv für Sonnenkuppelgrafschaft ein? Mir herzlich wenig brauchbares. Sonnenlicht - da ist was dran. Also Sonnenlichtkuppel, oder Sonnenlichtdom, oder Sonnenlichttempel? Der einzige Sammelbegriff, der "Licht" verwendet, ist leider das abfällige "Gelichter" - gar nicht schlecht als Spottname der Sartariten für die Domländer, aber ungeeignet als eigene Bezeichnung. Wo wir gerade dabei sind, das Kult-Adjektiv für Yelmalio, Yelmalians, würde ich als Yelmalier übersetzen. Das löst aber nicht die Frage nach dem Herkunfts-Adjektiv.
  19. Ah oobidoo, I wanna be like you oo... There can be only king of the monkeys. At least this side of the Wastes. All hail Ozymandlouee. Looking at the video, I wonder how this could translate to the Praxian border. Jungle - not really, not even in the Golden Age/Storm Age, but at least plenty of trees then. Shadowcat companion: check, although Yinkin is a bit too big in his Bagheera shape. Telmori fosterage - that sounds quite modern. Bear companion - sounds Sylilan to me. Vultures - check. Seductive Earth Serpent - check. Longnoses - perhaps half a check. Big bad feline as opposition - should be maned rather than striped. Oakfed released - that's what Louee was asking for, wasn't it?
  20. While I cannot read Halwal's thoughts, I point to him being quoted in the introduction to the God Learner maps of Gloranthan myth in the Guide. Given the attention showered on Martin Luther this year in Germany, I think that Halwal was n a similar position as Luther. He wanted to correct mainstream Malkionism from within, but got marginalized, then built up a support structure of his own, allying with other folk opposing the imposed authority on all things for their own reasons. Why was he fighting Yomili? Probably because he thought he knew that Yomili's position was still too deeply grounded in the God Learner error, regardless of his power squabble with the God Learner collective supporting King Tualon. Why didn't Lutherans and Jesuits join forces against the feudalist and self-aggrandizing movements in the Catholic Church of the 17th century? We do get a single quote from Halwal in the Guide (p.680): This, and his support of Irensavalists and Arkati, does coalesce into what appears (to me) as his stance. If your point of view prohibits this perception it still doesn't alter mine. I'll give you the Yomili hat, Peter, and will take the Halwal hat for myself. This very discussion shows how and why Halwal and Yomili did not agree with one another. True, his existence might be contradicted in a future publication. The Guide is a well-researched and well-edited document. It is not free of errors, though, and while it claims to offer all one may need to understand Glorantha, information about Glorantha doesn't end there, either. I don't doubt that this was the official stance of the Seshnegi establishment when he started to undermine their authority in Fronela and later in Ralios. Religious and philosophical differences were accompanied by political and financial interests, and Halwal's concepts may have been vetoed by what remained of the imperial establishment outside of spiritual matters as much as inside. Compare the fate of Patriarch Nestorius and his creed. Yomili stood for the monolithic truth of a single philosophy, whereas Halwal supported the multitude of valid approaches to the core tenets of Malkionism. This is why I brought him into this original discussion about the Waertagi variant of Malkionism.
  21. Halwal supported Hrestolism, too - he is included in the list of revered Ascended Masters along with the Fronelan hero Tryensaval, and enjoyed the support of the Loskalmi Irensavalists in his efforts to purify Malkionism from without the established hierarchy after failing to get a position inside it to reform it. His stance appears to have been grounded in mystic insights carried over into the logical philosophies of Malkionism (supporting both Irensavalism and Arkatism), in the tradition of personal revelations like those of Malkion the Sacrifice, Hrestol, or Talor. He was an advisor for the order of Spiritual Purity, though not necessarily a member of that organisation. Halwal revived or resurrected several branches of Malkionism that had been suppressed or forbidden by the God Learner collective. Yomili inherited their resistance against these variant philosophies that differed from his form of Hrestolism and Makanism. or he simply was firmly entrenched against any form of mystical insights within his philosophies.
  22. There are two stories of Malkion as father - once for the six tribes of Danmalastan, once for the four plus one castes of the Brithini/Malkioni. Mysticism is identification with the Ultimate, but it is possible to reject everything but the runic identity and approach the Ultimate through that way. As far as I understand it, very few mystics manage to reach the Ultimate. Most keep struggling getting there. Halwal is the Malkioni wizard who was behind most of the uprisings against the God Learners. The Guide tells the story of his final confrontation with Yomili, the Pithdaran wizard who was the staunch defender of Makanism, the orthodox Rightness philosophy of Imperial Seshnela. See p.414, but also mentions in the Ralios and Fronela chapters.
  23. Rebellion of the Gods is a Brithini term for the end of the Green Age. I do wonder who or what this was to be a rebellion against? The will of Zzabur? The Brithini exposure to gods uses the same names we find for the ancient gods of Ralios rather than the Theyalan/post-Argentium Thri'ile Dara Happan mash-up that we know from Cults of Prax. The God Learners did produce a genealogy of gods that re-united the Ralian gods with the expanded Theyalan gods world and had e.g. Ehilm as a son of Yelm, and Yamsur somewhere in the vicinity. The sequence of the emergence of the elements was a logical act of creation, only the form of the birth of Storm was irregular. Generally, always one element was formed inside the others - see for instance the Three Curious Spirits myth tying Zorak Zoran, Argan Argar and Xiola Umbar to Aether in its womb. (And note the apparent temporal discontinuity of Argan Argar basically being unborn before Xentha enters the (yet unborn) upper world sky.) The myths about earlier periods are vague, but the Umath cycle as well as the myth snippet of Yelm facing three opponents before becoming Emperor of the World indicate that there was struggle and strife and even Predark Chaos prior to the Golden Age of Yelm's rule. Entekosiad has a myth about how Brightface the Rebel (Yelm) took rightful rulership away from the White Queen. Niiads don't require air to breathe, the Ludoch offspring of Diendimos do. Why should them mating with the offspring of air-breathing humans produce water-breathing offspring? There is one Malkion (at least) for each of the Actions, including the Creator, the Founder, the Sacrifice. They often have another name, too, like e.g. Kiona. I think that the local variations may also result from an overlay of multiple stories into one tradition/myth. This overlay may be necessary to access the secrets associated with the myth for one group of worshippers/heroquesters, while another group will approach the same myth (and possibly the same main participants of the myth) through a different overlay, with other secrets as subject and reward. All can be traced to the runepower associated with the main participants if you are doing a more abstract, Brithini- or Malkioni-style quest in the symbolic space of sorcery or its Otherworld representation, the First World. You can push further towards the runes. This is theist mysticism where you become one with your deity on a level only slightly removed from the Ultimate, becoming one with the rune. In a way, this is the way the contemporaries of Zzabur went to become the runic deities. Strangely, this definition of Monotheism developed only within History. If you look at the description of Ylream, Hrestol's snake-legged half brother and first of the serpent kings, you will find the Seshnegi happily combining theistic worship and Malkioni logic-based wizardry and philosophy. Plenty other places have similar combinations. Brithos itself has a land goddess, and the farmer caste as the offspring of Britha and Malkion Aerlitsson. The Waertagi aren't an exeption to the way Malkionism deals with deities, they are the norm. The more extreme forms of monotheism or atheism are the results of genocidal purges. Zzabur pruned the Brithini of any dissidents by sending them off to join the impure colonies on the Genertelan mainlands over and over again, retaining only a hard core of the most determined or the most pliable followers. The Silver Empire of Seshnela in the Dawn Age was the first attempt at monotheism rather than atheism, the previous praxis was a mixed philosophy that acknowledge theist forms of magic alongside the Malkioni atheist philosophy that acknowledged ancestral Malkion as an emanation of the Creator. To quote the Daka Fal cult from Cults of Prax: The Malkioni may not have acknowledged a form of afterlife outside of the concept of Solace (the gift of Malkion the Sacrifice to those of his followers who did not adhere to Zzabur's attempts to impose First World rules on a changing cosmos) and Joy (the discovery of Hrestol, beyond Solace), but they carried on the lore and philosophy of their ancestors, an immortality of memes and ideas. Just like the Waertagi, who have a second branch of ancestors - the sea deities - that they treat the same way they treat devolution's Malkion. I suspect that they also revere Aerlit and Warera as part of their ancestry. The God Learners produced the Abiding Book religion, which soon divided into a strict monotheist creed by dropping some aspects of the entire document, and a quite different philosophy that coopted the theist cults for their philosophy, exploiting these cults while adopting some of their tenets. If you look at the allies of Halwal, you find all manner of creeds that are different from both New Idealist Hrestolism and Rokarism, and a lot closer the Waertagi approach (most of whom, except for the Sog City population, weren't around when and where Halwal was active).
  24. I get fed up with the "Viking" meme toted about for each and every sword-wielding fighter dressed for cold weather. While I agree that the skin color of at least some of the warriors ganging up with the blue Orlanth could be several shades darker, our heroine and her tone of skin have been established since the cover of RQ2. We know that the Heortlings come in a number of skin tones. Some bear a stronger Helering ancestry, others share the same skin tone as the Pentan horse riders through Hyaloring ancestry, others may have different admixtures, even from western influences (e.g through Arkat's companions). It appears that even under the new art direction some families like e.g. Fazzur's favor a western tone of skin (remember the series of portraits of Argrath's companions, with Annstad being real pale compared to e.g. Elusu). Celts belong as much to the cold Atlantic shore as they do to the Mediterranean - as in northern Italy or Anatolia.
  25. The Brithini themselves report the union (not marriage) of Earth and Sky, and how the new element filled the space between its parents - pushing up the Sky Dome, and pushing down the earth cube into the seas so that its top surface became about level with the seas, and the first seas like Togaro and Sshorg or Neliom could enter the surface. The Brithini are explicit about the new element's mixed origin, as is shown in the Dawn Age (pre-God Learner) document on rune metals. IMO the answer lies in the cyclical, non-sequential nature of Godtime. Waertag is a deity, and can be around and be reborn. as a child of the son of Aerlit and Warera and a niiad. (I still don't buy the ludoch mother - rather a niiad who shares the same ancestry as Ludocha, possibly a niiad child of Ludocha before her interaction with Diendimos). And that merfolk ancestry can be distributed by the elder.. Malkion Aerlitsson logically was born after the birth of Umath, since Aerlit is a (probably second or third generation) descendant of Umath. He is, however, only one of several manifestations of Malkion, all of whom share traits that Malkion Aerlitsson brought into the Malkion whole. There is also the possibility of interwoven sequences - one mythic sequence may very well run a sequence that jumps around in different ages. The sages are divided whether this indicates a composite myth, echoes of earlier events in later myths, or whether such perceived time travel is a common occurrence.
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