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jajagappa

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Everything posted by jajagappa

  1. The Ansil are one of the WBRM/DP units. There's a different take on them in Martin Helsdon's Armies and Enemies of Dragon Pass. They are certainly a unit of the Barbarian Horde, but may or may not be Pol-Joni. Yes, they are.
  2. Actually he hangs himself, and unfortunately Orlanth cuts him down and "saves" him. Eurmal gets his revenge in the Underworld. But maybe somewhere there he finds that maybe it might matter (or finds that he can actually do something different - or so he thinks). (Of course, everyone thinks that Arachne Solara gives birth to Time because she ate the Devil. Eurmal knows the Truth of that one! 😉 )
  3. There's a story there: How the Infinite Fell Down (or Over)!
  4. Or is driven mad by the vision (much like Flesh Man).... This could be the natural outcome of being driven mad - an insane devotion to the idea of ending it all... because it just NEVER ENDS!!! (Think of the movie Groundhog Day, stuck in an infinite loop, and always waking up again at the same point.) I might play up more of the absurdity of the infinite - particularly as something to torment the Trickster with so that he may in fact want (or desperately want) to get rid of the Infinity Rune. But it just clings to him, drawing all sorts of unwanted attention (spirits flock to him trying to get a piece of the infinite, gods ambush him trying to get it, etc.). It may even loop him into the Great Compromise even if he was planning something else (like cutting it up so he could at last escape).
  5. Jeff added a few other notes in the Comments that I think provide some additional useful thoughts: **And that is a canonical text that I just gave to a writer working on this material. >So as of 1625, it makes sense to speak of the Yelmalio cult in Sartar, most of which is focused on the Sun Dome Temple as their religious center. This cult is inter-tribal. There is a small group centered on Runegate that still puts Yelmalio into a tribal cult structure, but otherwise, most Yelmalio cultists that live outside of Sun Dome County look to the Sun Dome temple for militia duties, religious ceremonies, etc. >The bulk of the 250 Yelmalio cultists around Runegate belong to the Enyhli Clan, but the Narri have a fair number as well. >the cultists around Runegate worship Yelmalio as an associate of Orlanth Rex. They don't use the pike, they ride horses, etc. As described in the cult writeup. The Yelm cultists were a faction that reached its peak probably around 1565. I think their numbers ceased to grow after Monrogh's movement was embraced by the rest of the Elmali, and eventually they mostly died out. The Pol-Joni and Dundealos worship Yelmalio, but in the Praxian manner.
  6. And another really interesting post from Jeff on Facebook, this time about the deep background history of the Sun Dome Temple. As part of a project, I have put together a deep background history of the Sun Dome Temple in Sartar that is likely mostly unknown even to the Yelmalio cult. So this stands outside of Glorantha as a secret (but correct) history - but I think it might be of use to folk trying to make sense of the history of the Yelmalio cult in Sartar. A History of the Sun Dome Temple in Dragon Pass At the Dawn (1600 years ago) this was the center of solar worship in Dragon Pass, where Lightfore and the restored Sun were worshiped together by the Heortlings under the name of Elmal. Later in the First Age, the Sons of the Sun and later the Dara Happans proved that the returned Sun was a separate god - the Golden Age Imperial Sun Yelm. The Elmal cult acknowledged this (they had to because the Dara Happans proved they were right in magical contests and challenges). The Elmal cult shifted its focus to Lightfore who remains even when the Sun is dead. The Cold Sun, the Frontier Sun, etc - but the most popular name was the Little Sun - Yelmalio. During the Broken Council, Yelmalio was largely loyal to the Broken Council and aided Nysalor in fighting the Heortlings and Trolls at the battle of Night and Day. The Broken Council built a great golden sun dome here after the Battle of Night and Day. Yelmalio was given rule over the former Heortling tribal lands and fought against Arkat and his trolls in the Gbaji Wars. The great golden sun dome was destroyed, but if you look right and squint, you can sometimes still see its mirage. Fast forward a few centuries. The Orlanthi overthrew the trolls Arkat placed as overlords of Dragon Pass with the aid of the Yelmalio cult and gave this site to the cult, who built a new Sun Dome temple (think the Second Temple in Jerusalem). The Yelmalio cult were important allies of the Empire of the Wyrms Friends, and Sun Dome Temples were built along the frontier of the Empire (this is the origin of the temple in Prax as an aside). A network of temples extended from Fronela to Ralios to Garsting and Prax. The temple in Dragon Pass was one of the two main temples (the other was at what is now Mirin's Cross). But the Empire of the Wyrms Friends collapsed, and the Yelmalio cult suffered. Sun Dome Temples lost contact with each (this is the beginning of the Testing of Solitude in Prax). Some temples allied with the True Golden Horde to assault the Dragon's Nest, resulting in the Dragonkill War. The Sun Dome Temple in Dragon Pass was razed - like every other human settlement in Dragon Pass. One of the two central temples lost, and the cult in turmoil, the Yelmalio cult in South Peloria persisted but continued its decline and disunity. In Kethaela, a small cult in Heortland continued to worship in the Dawn Age style, protected by the Only Old One and the Hendriki Tribe. They worshiped Lightfore and the Sun together as Elmal (but drew their magic from Lightfore). After Belintar killed the Only Old One in 1318, many of these cultists migrated into Dragon Pass to practice in their traditional ways rather than accept Belintar's magical changes. This is the same impulse that caused many Orlanthi to migrate into Dragon Pass. The Elmali found the ruins of "their" temple and it became an important cult center, although they lacked the resources to rebuild the dome or much else (another cult center was Runegate). The temple was thus rebuilt as a Sun Temple, without a dome. As the settlers formed into tribes, the Elmal cult began to take on extra-tribal characteristics. Initiates from different tribes would gather at the Sun Temple to worship together instead of worshiping merely at the tribal level (a similar thing was happening with some of the other Lightbringer cults, but they resolved it differently). For about two centuries this slow change continued. But during the reign of Saronil, the Elmal cult came under increasing influence from the Yelm cult of the lowlands. Lunar missionaries were sent to reveal the secrets that had been hidden from the Elmal cult by the Orlanthi and the Only Old One. This resulted in rapid changes and social explosion, Some switched their worship to Yelm the Sun (although continuing to call the subject of their worship Elmal) and fought with the House of Sartar. Monrogh Lanterns was convinced that Elmal was NOT the imperial Sun, but was the light that remained after Yelm was killed. He brought back Yelmalio, and his movement spread like wildfire through the remaining Elmali and to the surviving Sun Dome Temples of the Yelmalio cult. At the same time the trolls of the Troll Woods were raiding throughout southern Sartar and Hendrikiland. They blocked off the trade route between Karse and Wilmskirk, collecting high tolls from those who wanted to pass to the south - this diminished the wealth of the Sartarite princes, who were locked in increasingly external conflict with the Lunar Empire and internal dissension with the Elmal cultists. Tarkalor solved both problems. He allied with the Yelmalio cult and together they defeated the trolls of the Troll Woods. When Tarkalor became Prince of Sartar, he granted possession of the Sun Temple to Monrogh Lantern and built them the grand Sun Dome Temple using Sartarite stonemasons. Tarkalor paid for a gold dome and other signs of his support. After Tarkalor died in 1582, the Yelmalio cult was independent (their loyalty was to Tarkalor personally) but remained friendly with Terarsarin and Salinarg, although I doubt they got huge endowments from the increasingly beleaguered princes.
  7. I think the story of how Eurmal saved the healers from Babeester Gor has a lot of resonance here with the coming of Harrek. This short version from the Babeester Gor writeup in Sartar Companion (p.250): "[Babeester] remained celibate, ruthless, murderous, unsociable, and terrifying. She painted her face and lower limbs black, and other colors for specific tasks. She was merciless and cruel. Once she slew so many defenseless residents of Healing Valley that she waded breast-deep in the gore, drinking the blood of victory and slaughter. Eurmal saved some of the healers when he turned the blood to beer, which Babeester Gor drank to blissful oblivion." There's likely a good heroquest link between Esrolia and the Healing Valley. And what better than a glorious drinking bout to forget where you put an Infinity Rune?
  8. Here's Jeff's Facebook post from yesterday on the Great Compromise. Familiar, yet also bits and pieces that seem to add to the tale. Jeff noted in a comment: "There's a lot of hidden treasures in this version of the story. Lots of links with other secrets." THE GREAT COMPROMISE Arachne Solara is the epithet of an otherwise unnamed deity who may be the goddess of Nature in Glorantha. Her origins are mysterious and subject to speculation, but there are strong indications that she is the ghost of Glorantha, the Mother of the Universe. Arachne Solara first comes to notice in the tale of the Great Compromise, wherein Orlanth, Yelm, and the other deities in the Underworld swear pacts and oaths to preserve themselves. The plan upon which they agreed is said to have been created by Arachne Solara, based upon mutual support between all the remaining world. The Spider Woman constructed a great and magical web made of many things no longer found in the world, and then she gave the web to all the gods to hold ready between them. When Chaos entered their realm, the gods cast the net upon the Devil and held him tight. While the other deities had distracted the Devil, Arachne Solara leapt upon him with vengeance and a strength of desperation and mystical splendor. She enwrapped the Chaos god in her legs and struggled mightily, and at last devoured the evil soul. The great beings of the universe then held council, and tried to discover what their further course of action might be. The Seven Lightbringers proved that they could lead the way out of the Underworld, but they were not sure what world was left outside. Their Old Way was gone forever, replaced by empty void and Chaos. But they could no longer exist within the confines of the universe. Arachne Solara proved capable of communicating with the Beingless Voice of Eternity. Through her, and with the Voice, the gods made unchangeable pacts and carved themselves into powerful spells. Arachne Solara led a great dance, reconstructing the shattered cosmic matrix, linking all the surviving gods within an immutable web of pacts and oaths, bonds and relationships, conjurations and creations. The gods swore themselves into a Great Compromise with Chaos, wherein the Old World and the New World (of Death and Chaos) would co-exist, alternating their forces and powers along the myriads of weaves within the matrix of the universe. She revealed her child, born after she devoured the Devil. The child is Time, the Pledge of the Gods, and all existence swore by it to uphold their agreements. This is the Great Compromise, and it is the oath which recreated the world. The Lightbringers forced open the Gates of Dawn. Arachne Solara cast her net forth, and the myriads of immortals ran out upon it, filling the universe with their presence. Each knew their part, and went to it gratefully as if reaching home after a long painful recovery. Upon the tattered physical world, portions of the Old World drifted upon the decaying remnants of the once-Golden Age. The snares of the net encircled them gratefully, anchored there, and cast further to other islands of unviolated existence. Inhabitants of those places saw the distant sky grow closer, felt the earth grow firm underneath, and felt the air once again move about them. Thunder rumbled upon the eastern horizon, which grew grey and then rosy and finally bright as Theya, Dawn Goddess, led forth her father, fiery Yelm, into the Sky. The gods marched across the barren world, bringing warmth, light, and flowers to the awed survivors. In depths of the Underworld, the Great Wheel began turning, beginning the myriads of rhythms and exchanges throughout the universe. The servants of stone began their tedious march. The new world was created. Time started. History began.
  9. The original reference is in King of Sartar p. 16: "Argrath went back to Prax, where the White Bull greeted him as a Hero. The imperial sorcerers had created invisible red ropes which had lassoed the leading beasts of all the nomads in the area, and were slowly hauling them into the city. Even the Blue Llama Folk, who had never known saddle or rope, were transfixed. Argrath freed the White Bull and went out alone with the White Bull men. He organized the tribes of Prax who then arranged among themselves so they were at peace at once. As Argrath promised, the ancient hero Jaldon Goldtooth appeared." This occurs right before Argrath and his nomad allies take Pavis.
  10. Yes, they are. Possibly it was in RQ3 Gods of Glorantha. Edit: Yes, it was RQ3 GoG. Page 20 has a table of what each cult uses to house Allied Spirits, and Argan Argar uses the rat.
  11. I had a Rat Queen in the sewers of Nochet when I was running a campaign there. Didn't include wererats, just her ability to summon and control them. In the HW Narrator's Book, the scenario called The Food Thief, IIRC. Deity was Velet Bolter, a mouse god. The mouseholes are very handy and can go all sorts of places (like the Underworld). I think its pretty open to use how you wish. Could be a local version of Lanbril with the Priest known as Father Rat. Could be a rare Hsunchen cult hiding out in the urban setting. Could be a spirit cult ala Black Fang. Or perhaps a cult more like Yinkin and Odayla, but associated with either Argan Argar or Xentha.
  12. Probably came out of Mike Dawson's campaigns since he developed Arlaten. There might be more in the Codex fanzines but I don't recall, and don't have them immediately accessible. Wolfblood is in southern Ralios towards Tanisor. See the Guide p.387: "Wolfblood (small city): The keep of this ancient city was built by a Dawn Age wizard who used wolf blood instead of water for the mortar. Tucked away amid difficult hills, it has an ancient reputation for the ferocity of its inhabitants in its defense. For several centuries it has also been the seat for the Counts of Daran."
  13. The last time I had players roll up characters I had them make: 6 3d6 rolls - throw out lowest; 3 2d6+6 rolls - throw out lowest. Determine which stats get which rolls, then for every point below 95, you get that number to distribute across the characteristics (e.g. if the sum was 90, you got +5; if it was 85, you got +10). In the game I just started as a player, we did roll 4D6 (toss low die) for 5, 3D6+6 (toss low die) for 2, and then decided which rolls go with what characteristic. And the GM then had us distribute additional points for every point below 97.
  14. Elder's Rock appears on the old Griffin Mountain map of Balazar, as does the line denoting 1500m/5000 ft. It is not relative to the Elf Sea. As @David Scott you'll get a better perspective from the Argan Argar Atlas (as in the clip below), but most of Balazar including the Elf Sea is part of a broad plain that is in the 5000-6000 feet above sea level range. So figure the Elf Sea is marginally below 5000, but it does not drop down 1000 feet. There is a fairly rapid drop to the north though (descending 1000+ feet) towards the Arcos River Valley and Garsting.
  15. But does Orlanth Rex exist in Maniria? I think it came from Ralios with Alakoring into Peloria, so common across the southern kingdoms, and then into Dragon Pass. I don't recall it working its way into Maniria though.
  16. Not to mention including encounters with Narmeed Whirlvishbane, Yazurkial Blue Llama, Orgwaha Blue Llama, and Roneer the Hue from Cults of Prax, Pavis: GtA, and related sources. It's even got Chipmunk Bing from the old Wyrms Footnotes Sartar High Council material.
  17. My HQG Orlmarth campaign included Gordangar and Morganeth White-eye. One of the Lunar villains was Andrega Silverflame (from Barbarian Adventures). They encountered the group of healers from Barbarian Adventures as well. Several of the Jonstown Library cast appeared, particularly Minaryth Purple. During their quest to rescue Orane from the Underworld, they of course met Orane, Ty Kora Tek, Asrelia, and the Maggot Liege. I recently ran the Feast of Beasts so that added King Kangharl, Ernalsulva, Yanioth, and the Greydog Killer Branduan. They also encountered a young pre-adult Harmast. They've not got to Boldhome yet as they got sidetracked onto another task. Edit: and nearly forgot about Joseph Greenbeak (originally from Wyrms Footnotes). My RQG Colymar campaign has had the usual Clearwine folk: Queen Leika, Asborn Thriceborn, and Dunorl Brandgorsson. Sora Goodseller has appeared in both campaigns.
  18. I feel like that was noted in one of the old troll works, and that most who were initiated into another troll cult were also initiated into KL.
  19. I think a far more interesting initiation for Aldrya (and this is one of those initiations I believe that is both into adulthood and into the cult simultaneously) would be the Quest for the Seed. It's a descent into Darkness, the Underworld, where they must confront the realities of Death, Cold, Disorder, Barrenness, Isolation, etc. - things antithetical to the collective of the Living Forest. And within that place, they must find a Seed that speaks to them (or perhaps its Three Seeds, as that seems mythically useful - a Seed of the Heart/Self, a Seed of the Mind/Forest, and a Seed of the Hand/Utility). They must plant each seed in turn in a place where they can thrive (there's an example along this line in Gene Wolfe's The Knight). The third of the Seeds is what becomes their item of use - for some its the Elf Bow, a path to defend the Forest; for others it might be a dowsing stick to find buried Water; in the Errinoru Jungles it might be a long reed for poison darts; for others it might be an instrument to play the Songs of the Forest and give cheer to the Trees.
  20. Don't think there's any borderline with these. In my view, these are Over the Rainbow type bridges (all Magic, no Tech). Now, the Conquering Daughter's roads on the other hand are very much in the Roman style - Pont du Gard being a key model there (and as shown now on the cover of Armies and Enemies of Dragon Pass).
  21. At least it missed stepping on the Eye! (Unless this was the Foot that is off and around to collect the Parts of Wakboth...)
  22. You might choose Maran Gor as your target deity as she represents the dark side of the Earth. I'd model a relevant spell on the Become Hawk model in Red Book of Magic. So if you want Become Swine, then it's a 4 pt. Rune spell and castable with the Earth Rune (since pigs are associated with the Earth). However, that spell is non-stackable. If you want a permanent effect, you would either need to make it stackable and add Extension, or perhaps bump up to a 5 pt. Rune spell (kind of like putting together Become (Other) and Alter Creature). Not cheap, of course, but this is powerful magic. I'd also probably make the spell as something found at one specific shrine - perhaps it comes from an unusual Maran Gor shrine found within a larger Ernalda temple?
  23. As Phil noted, you need to go to your prior Orders on your Account. Open the Order where you acquired RQG. There may be a Download Arrow above the icon for RQG which you may need to click. You should then see the items available for Download including the 2nd printing bookmarked pdf that Phil highlighted.
  24. I don't necessarily see that as a problem just as long as you can create an interesting way to continue the story.
  25. I nominally do this, but only if it's a more set piece where I utilize a grid. If it's clear daylight, I may just use a map with grids. If it's dark or a cavern, I may skip the map altogether. If it's a more dynamic, in-the-midst-of-battle situation, I often don't worry about explicit movement other than as a statement of intent. It tends to end up as this somewhat chaotic, fluid situation as a result where you're dealing with who you are engaged with, and only if you are disengaged do you really have an opportunity to otherwise affect what is going on.
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