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Everything posted by jajagappa

  1. Or the magical backing required. E.g. some of the struggles in Esrolia where Ernalda cursed her foes and the lands were barren and refused to grow crops, the women couldn't become pregnant, etc. Never discount the power Ernalda can wield, or the powers she can direct Maran and Babeester to unleash.
  2. I don't know which scenarios you're referencing so can't comment on those specifics. (The Quickstart/Broken Tower or the Dragon of the Thunder Hills maybe?) But there are several situations that do not violate the compromise. Worship ceremonies are an obvious case - you bring a portion of the mundane world into synchrony with the Gods World, so you've moved into an environment where the gods exist and can be interacted with directly. The gods should still act in accord with what they are, which is bound into the compromise. There are portions of the God Time that have been trapped within Time. The Eternal Battle, the Hidden Greens, and Castle Blue are among those sites. Certain gods can be encountered in those places because you're in the God Time, even within Time. And then there may be certain minor deities such as Idrima who were effectively bound within Time in some fashion, and can manifest a portion of themselves to ask for worship, at a site associated with their being. As long as their actions are consistent with their God Time being, then that has not broken the compromise. Consider that Yelm is manifest in the mortal world as the Sun, Orlanth as the wind and thunderstorm, Ernalda as the earth you walk upon. Those are their bodies, and they exist in Time, and they can manifest the powers they always do. Potentially, if you listen closely enough they will speak to you with a whisper of the wind, or a tremble of the earth, or through your dreams. If we take Idrima as an example, she presumably was one of the Earth goddesses who went to sleep in the Godtime. Most such goddesses awoke with the Dawn. The action of Earth going to sleep and waking is part of the Great Compromise - you see it manifest every year in the annual cycles of the Earth. She seems to be associated with a particular site, the Broken Tower. Why she has awoken now and not earlier is a question, but the Dragon's awakening probably has something to do with that - cracking the Earth in some way for the seed to emerge. So anyone entering that site in some capacity infringes upon a portion of the Godtime released through Idrima's awakening. If she receives enough of the right worship, then the Broken Tower may become a shrine/temple and a portion of her serves as a goddess within. If she does not receive enough worship, she will likely go back to sleep. Likely, you are only seeing a portion of her awareness manifest in the mundane world. She exists in the Godtime, but like a dryad or elemental or certain other spirits, she can manifest a portion of herself in the mundane world within that specific location. What she can't do is be fully present as a figure that has free will to roam across the land wherever she feels like going. She also cannot do things she did not do in the Godtime. If you were to free her to do so, then at that point the Compromise would break, and there would be some manifestation to "snap" her back into place.
  3. There's always a 5% chance of success even if the modifier reduces you to 0%. Only skills with base chance of 0% are truly at 0%.
  4. Several of Jeff's FB posts which I believe are snippets from the Sartar set in development. On Ernalda: https://www.facebook.com/groups/RuneQuest/posts/2017803871728935 Specifically: "In Sartar, the Ernalda cult is the ultimate authority over the land itself, delegating care over specific pieces of land to cults, tribes, or other entities. Ernalda and her fellow Earth goddesses governs the cycles of fertility – that of birth, growth, decline, and death. One of the most important rituals the cult performs is Bless Crops, which helps assure the fertility of the fields. This ritual typically involves the sacrifice of an animal, ritual hierogamy between the Earth Priestess and a representative of the local Husband God while worshipers dance and sing, and then engage in merrymaking. The boundary stones marking the lands delegated to tribes, clans, temples, or other entities or individuals are protected by Babeester Gor." On ownership: https://www.facebook.com/groups/RuneQuest/posts/1616271068548886 Specifically: "The Orlanthi divide ownership into two types of property, called earth and chattel. The Orlanthi view the Earth as belonging to (or even part of) Ernalda or the local Grain Goddess. It is part of the goddess. Very little land is β€œowned” by individuals. Instead, land is owned by the Earth temples and assigned to tribes, clans, temples, and other groups to use, develop, or protect, or to delegate to others to do such things with. In Earth-dominated lands such as Esrolia, Ernalda's representatives directly administer the land. In Orlanthi societies such as Sartar, Ernalda has entrusted care of the land to her husband Orlanth, but still retains residual (if rarely exercised) authority. In most of Dragon Pass, Ernalda has given authority over the land to tribal or clan leaders, who in turn delegate responsibility for parcels or fields to smaller groups such as clans, temples, or households. This land is collectively owned by the group, though it is typically administered by a title-holder, such as a chieftain or chief priestess. Land cannot be permanently alienated without the approval of the appropriate tribal or clan leaders, and the assent of the Earth temple. However, authority over specific pieces of land can be delegated to others. These assignments often include payment of silver, service, rent, or livestock from the assignee to the assignor. As long as the terms of the agreement are met and the assignee's use of the property does not offend the gods, the property remains under the care of the assignee."
  5. First, remember that even the Orlanthi don't "own" the land - the Earth temples do. Effectively they are leasing it out. Second, we know that there are at least Humakti who are Thanes (e.g. Nameless) and on clan or tribal councils. Yelmalio happens to be one of the Husband-Protectors, so can't see an issue with the Ernalda temple approving them to have hides of land (and obviously the Sun Dome Temple does). They can serve as Lay Members of Orlanth and participate in their ritual roles in the various ceremonies. They do not need to initiate to Orlanth to either gain a hide of land or to become Thanes.
  6. Looks like you failed to cast Dormal's Open Seas and the Closing has settled in upon you. Hopefully you have not attracted Zzabur's attention to the real ships....
  7. one word => Heroquest 😜 Which is one of the options I suggested up thread.
  8. One of the reasons I prefer the character generation in RQG. Everyone started very low in RQ2. Typically you want to follow the guidelines in Appendix H (p.118+) to give them additional experience. Militia or one of the varied types of infantry/cavalry or apprenticeship. There are alternate approaches you could take depending on what books you have at hand. If you have RQG available, add in the Cultural and Occupation modifiers. If you don't have RQG, then the Cultural modifiers work out to roughly +75% in non-combat skills (figure +25% in Herd, Farm, or a Craft, some Communication skill at +10%, and the rest in Perception, Agility or Knowledge skills) plus Speak Own Language at 50% and local Customs at 25%; and roughly +90% in combat skills. That would give you a reasonable bump up.
  9. IMO, sites sacred to Eurmal are places where Eurmal DID something - usually something significant enough to mark it as important to Eurmal from some Godtime event. Maybe it's the place where he soured Eiritha's milk; or where he betrayed Finovan; or where he lost his Ear; or where he riddled a day and a night with Donandar until Donandar's tongue got twisted. Most of these places are not obvious, not even to Eurmal, unless culturally noted (e.g. Sit Here). There's likely a few ways to find these spots. 1) Listen to a lot of local lore and stories, and find out where the Bad Luck place is. That's sure to be a Eurmal site - though what he did there may not be known. 2) Participate as Eurmal or the Clown or similar roles in your community's sacred holy days. Eurmal did something in those. If you can repeatedly make the same event occur at that place during those rituals, then that's probably a good site. 3) Join a Heroquest and emulate Eurmal. Perform Eurmal's deed in your own style. And remember where you did it (which may be a challenge). If it's a This-World Heroquest, then you can probably remember the site. If it's an Otherworld Heroquest, trying to connect the Godtime spot to the mundane world may be a challenge - but as long as there is enough of a resonance, then your Eurmali can probably "make it so". Once you've found a promising site, you're going to need to "Sanctify" it. In Eurmal's case, this is probably contrary to what everyone or anyone else would do to sanctify a holy place. Probably involves some ritual trick, but maybe if you can tie it into your clan's rituals, that may be enough. And then you've probably got to do something to get Eurmal's attention. Maybe you already understand what Eurmal did there, maybe not. It may or may not be the same as what you did to find and sanctify the site. I'd probably make this a Worship ritual to Eurmal, with the idea that if Eurmal is pleased, Eurmal will come. To transform it into a shrine, you need worshipers. You're not likely to find 75+ tricksters nearby, so you need to trick your clansfolk into "worshiping" Eurmal. It's kind of like a cuckoo laying an egg in another bird's nest. You participate in one of their rituals, and get them to the "site". How you get them to give Eurmal "energy" (i.e. MP) or offerings is your challenge. But once you've done that, it's likely enough that you now have a Eurmali shrine.
  10. Shadows on the Borderlands - the scenario A Tale to Tell. She's referred to as the Witch-Queen of the Broos in it, and is a shaman with full stats.
  11. Depends on how you define the Great Darkness. In GRoY, Shargash destroys everything and the world is completely broken, and even Shargash goes to the Underworld. But Yelm then sends Shargash back out again to pick up the pieces and prepare for the Dawn, then sends Kargzant out to find what survives. All this pre-dates the Dawning and is equivalent to the Silver Age in Heortling myth (also post-Great Darkness/post-Unity Battle, but pre-Dawn).
  12. The cultural rituals, of course, embody the myths and serve to maintain them. E.g. the Sun does NOT stop in the sky at its zenith, but continues on; storms arise regularly, but always move on; the Earth reveals its bounty, but becomes cold and barren, only to once again reveal its bounty; and each year, evil and entropy are again contained. Cultures approve of heroquesting where those help to maintain those myths. The treasures brought back may seem "personal", but help to maintain the cosmic balance - reinforcing the cultural rituals (e.g. they brought back Orane to help the Earth reveal its bounty; they brought back the Lawstaff to maintain Justice; etc.). Or they bring back the tools to keep their foes in line. I wonder on that. Each Age ends with Destruction. And even the Great Darkness ended with Destruction. It may be as likely that Harrek is simply the chosen tool/vehicle for the incarnated power of Destruction and has little free will in the matter.
  13. Proportions and locations, particularly in that area, are a bit distorted. The crossing of the Marzeel is at Smithstone, which is not a ruin. But there is a ruined EWF city near the point where the Creek-Stream River and the Marzeel used to meet in the Blackwind Marsh, which would be Jisteel. (see King of Sartar p.157). In my view of Jisteel, it is mostly foundations, half-submerged in the swamp. Given the proximity to the Shadow Plateau, likely home to feral trollkin, crocodiles, giant frogs (like the traskars in Borderlands), occasional newtlings. Jisteel was an EWF city, so there might be draconic things stirred up with the Dragonrise. A better view of the region is in the Argan Argar Atlas.
  14. Ignorance vs. Splendor? The Twin Phoenixes?
  15. That is only one function of myth. The explanation of the cosmos is another. Why do clouds block the sun? Why does the sun set, and rise again? Why is light not extinguished forever by the darkness? Why is there evil? Etc. How to pass through the stages of life or the psychology of your life can be another. How do you become adult? How do you deal with aging, or death? How do you reconcile the Shadow within yourself? It can function to show timeless aspects of life. Awe and wonder at the mystery of the world. The desire to live forever. It can function as historical allegory. How did Dara Happa survive the ice? And many function on multiple levels at the same time.
  16. The Underworld is the abode of Death. The above world is the abode of Life. Part of Humakt's role in the Great Compromise is to enforce that line. Anything in the Underworld belongs in the Underworld including ghosts, Demons, etc.
  17. Yanafal is the Lunar equivalent of Humakt. The reference effectively notes that each are served/aided by their devoted warriors (i.e. cult spirits). (The original Redline text read "einherjar" rather than "warriors") Humakt also guards the paths that exit the Underworld so that the Dead do not return to the world of the Living where they don't belong. It's why he destroys the Undead.
  18. You need to go to Glamour, find a nice, convenient insula to live in, and keep petitioning the Lunar College of Magic to let you in! πŸ™‚
  19. I don't think Humakti are going to be summoning Demons. Demons are Underworld beings and as such that's where they belong. If anything Humakt will be ensuring those DON'T get out of the Underworld. Our best example I think is from the Redline History (GS p.158): "At last Humakt fought Yanafal, but they fought each other to a standstill, even though Yanafal was aided by his devoted warriors and Humakt was not." I'm not sure these are necessarily "Fallen" Swords, but those who have joined Humakt on the heroplane and guard the exits from the Underworld.
  20. Essentially the same - works on Spirit Magic; skills as before (e.g. Amplify, Prolong, etc.).
  21. A significant factor, I believe, in this phenomenon is written text which often seems to "freeze" or codify myth to one "true" form or meaning.
  22. It will be coming in the Cults of Glorantha books - relevant to the Red Goddess cult only. (If you have RQ3 supplement Gods of Glorantha it is described there too.)
  23. Great commentary by Andrew Logan Montgomery regarding Glorantha and myths on his blog site: https://andrewloganmontgomery.blogspot.com/2021/09/glorantha-meaning-and-mythology.html I thought this point was particularly important as we look at Gloranthan myth: "But myth will not give you facts, only meanings."
  24. This is a case where it may be useful to look at the earliest available source rather than the later God Learner speculations about the Devil. From Nomad Gods, p.58: "After the Devil was pinned to the Earth by the Rock, his influence still permeated the region with its vile effects. Waha the Butcher sought to diffuse this threat, and so dug the Good Canal, diverting all of a river from its path to the Rock. He then commanded the river and its creatures to devour the Devil and take it away to the sea. It did, but by eroding the Devil, the river became so polluted that the river was shamed and tried to hide by burying into the Earth. The Earth rejected it, forcing it to the surface where possible. These are the present locations of the numerous Marshes. The ugly creatures which inhabit those filthy places are the half-digested portions of the polluted river. And p.59: "The Devil's Hand: This is the only portion of the One Evil that survived physically intact from before the Gods Age.... It was outside of the stone's impact, and was consequently not devoured by the river but dropped off and found refuge in the marshes. It is so alien that our concepts of Intelligence, function, or purpose have no meaning in relation to it." Also p.59: "Cacodemon: This entity seems to contain some of the intelligence of the previous Devil, for it functions quite like a normal physically-oriented Demon of the world. It is not magical and is more like a huge monster than a Spirit." The general sequence seems to be: The Block crushed the Devil, and only the Hand was not crushed. Waha has the Good Canal devour what remains. Some parts (e.g. some intelligence) still escaped into the surrounding area. Would the Devil reemerge if you removed the Block? Who knows... Did sufficient quantities of the Devil get devoured to satisfy the condition that it died and some part of it went to Hell? (Assuming that crushing the Devil wasn't enough to send part or all of its "soul", if that can be used in reference to the Devil.) I don't see any reason to disagree despite the God Learner stories trying to separate Wakboth from Kajabor.
  25. I had no issues getting to the site.
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