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jajagappa

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Everything posted by jajagappa

  1. Neither. Guide p.647 "This is a highly erratic pathway across the sky. The area from which the Southpath planets rise is called the Eastern Mouth, while the western area where they set is called the Dodging Gate. The meanings of these terms are unclear but widespread, and equivalent names are found in many languages." Under the subsequent entry for Shargash, it notes "[Shargash] always rises in the exact spot on the eastern horizon, just north of where Lightfore and the Sun rise." Also under the Artia entry, "the Southpath varies in length" IIRC, there was a bit more about it in the old Elder Secrets book. The gist is that it starts in the northeast, north of the Gates of Dawn. The path runs to the southwest (i.e. southward, hence the Southpath), crossing the Sun Path (which allows for celestial battles), and ending at a location in the southwest (well south of the Gates of Dusk) though its position varies (hence "Dodging Gate").
  2. For a dwarf, it must be project based! Did you complete on schedule, what disrupted the schedule, etc. The Dragonrise would seem to be a major disruption, a breaking of the ritual to complete the Perfect Sky (that crack that Umath made is visible again!) The most recent completed task is the Restoration of the Boat Planet. Finally got that spell by Zzabur dismissed. Was the Great Winter a completed task? A primary step towards the completion of the Perfect Sky? Or was that an unexpected failure? Have to get Orlanth's Ring working again, oh, and this time get all the stars out there!
  3. I don't think you need endless historical lists for these. As with humans, there are certain events that punctuate the longer periods and embed in their minds. Other similar events just "reinforce" but don't need elaboration. For the Mostali, just go with the individual. As they say "the acorn doesn't fall far from the tree"! Or in this case, the elf. But, I agree, the loyalty will be to the grove or the dryad, not a parent. Maybe they go by "1st Elder" for the prior generation, "2nd Elder" for two generations prior, etc.
  4. Several good suggestions already for Ducks. Add an entry for 1602 for grandparent to be turned into zombie. Replace 1616 with 1615-17, the Duck Hunts. Options could be: Hid in Upland Marsh, fled to River of Cradles, fled to Nochet, betrayed by Sartarite clan, hunted and slain by Sartarite clan, hunted and sold into slavery by Lunar soldiers. As for the Green Elves, the new adventuring elf will be roughly 20-40 years of age, so born 1580 or after. Green elves mature at 50+ and live to ~300. So parents minimally born ~1530 but could date to ~1300. Grandparents born between ~1050-1250. Let's say these are Green Elves from Dragon Pass/Prax, so choose birth location from: 1) Forest of Wondrous Beasts; 2) Red Dragon Vale; 3) Tarndisi's Grove; 4) Redwood. Grandparent events: 1100-1120: Coming of the True Golden Horde and the Dragonkill. Many forests burned for fuel. Were they betrayed by Yelmalions? Friends killed by Yelm worshippers? Burned by Dragonfire? Secretly aided the dragonewts? Helped Yelmalions escape across the Death line? 1247: Battle with the Greylands of the trolls. Rise of the Red Moon. 1300-1320: Coming of the Colymar and other tribes. Make successful pact with Colymar? Betrayed by other Sartarite tribes? etc.
  5. I'd probably construct a broad, general troll FH first, and then have some isolated "tribal" events. The history from the just re-released Uz Lore is useful for the trolls.
  6. You can see what I wrote up for Tusk Riders here: And, yes, would alter a fair bit of it. Some events (like Battle of Grizzly Peak) could certainly have mercenary units (tusk riders, trolls), but there would undoubtedly be other events specific to those Elder Races. For instance, in 1623-4, you'd have the Swarm as a significant troll event. 1624 would include the Boat Rise (aka Blue Planet) for at least the dwarfs (part of repairing the World Machine) and likely the trolls (though that could be for or against). The dwarfs might have a much longer cycle of events (given their long age) and tied into the World Machine (maybe starting with the post-God Learner repairs or the Destruction of the Clanking City, then the Rise of the Red Moon, etc).
  7. "Saints" have been redacted overall (as has everything that hints of/suggests medieval Europe/medieval church). I believe canonically they will just say Orlanth. But for your game, feel free to use Worlath to distinguish the differentness of the Aeolians.
  8. Given that the Brithini are sorcerers with the ability to dominate spirits and have a whole range of sorcerous abilities available, it is entirely feasible that there was no physical interaction involved. The Brithini may have dominated an "unborn" spirit or perhaps one of his own "thoughts", then combined it with the mother through the Life rune to eventually give it birth (not unlike the birth of Athene from Zeus' head).
  9. Join the Mastakos cult; acquire his chariot and steeds (or his sandals); learn to step from mountain top to mountain top (or wave to wave when crossing water).
  10. Not sure how long of a quest you are looking for, but might include the following stages: "Green Age" - receive the blessings of Ernalda - the ancestral figure receives the item sacred to the house (Fertility/Earth/Harmony related: a baby basket, a sheaf of wheat, a sacred snake, a loom of harmony, a peace blanket, etc.) "End of Innocence" - someone (likely a rival of the ancestral figure) causes discord: jealousy, envy, hunger, greed, bad deal, etc. "Golden Age" - the husband-protector is found and restores order: everything is organized and protected; the sacred item is put away or put on display "The Three (or Four) Bad Men" - death, violence, storm, etc. - the Husband-Protector dies; the sacred item is lost, broken, or destroyed "The Enforcers and the Charter of Law" - Ernalda/ancestress sends out enforcers to track down the thieves and oathbreakers; meanwhile, they must find and interpret the laws "The Great Darkness" - chaos and demons come; the laws are challenged; the goddesses sleep; only mortals are left and they must make choices for self or community "Sacred Item Found" - the community must weather the darkness; if so, someone finds or replaces or repairs the sacred item; Darkness driven back; the goddesses awakened "Celebration" - the New Year comes and the community/house celebrates their success
  11. In an old Wyrms Footnotes (#5), there was a writeup for additional units for WB&RM called the "Mountain Peoples" that you could ally there (you had to move off the west edge of the map to emissary them and they appear between Hydra's Hill and Muse Roost. The writeup noted "This is a wild and proud race of unknown origin which lives atop the high mountains surrounding Dragon Pass. Normally fiercely independent, they are nonetheless bound to their traditional kings by age-old bonds, and so may answer a call to muster if met by the proper conditions." I would guess as well that they are storm-worshipping tribes, but might follow Valind as much as Orlanth.
  12. I think what I take with "matron" is less about "stuffy" but more generally of a woman past her prime (beyond childbearing/Fertility).
  13. For Oria??? This is the land goddess of PelOria, first Genert's wife and currently Lodril's wife and a goddess of Fertility! At least for the goddess, think: full-figured, full-breasted, nude aside from decorative necklaces. Unlike the stuffy Dara Happans, the Lodrili are usually seen as a boisterous, lusty folk. That noted, the Orian look probably denotes a PelOrian look. Going by the Guide's notes on Pelorian clothing (p.39): Basic dress consists of a skirt, tunic, jacket, cloak or sleeved robe, and headdress. Commoners have few pieces of clothing, and are restricted by neighborhood or occupation. Thus the farmers in one district of Raibanth all must wear dark brown skirts, light yellow shirts and cloaks, and red hats, and the same colors are forbidden to farmers of different districts of the city. The skirts of half-citizens cannot extend below the knee and usually must be shorter. Witnesses, officers, and headmen have hemlines that are between the knee and the calf. More types of materials are permitted, but still regulated by law. Nobles, priests, and their wives wear long robes and skirts that drag on the floor and must be carried over ground.
  14. 1) not to my knowledge 2) not that I'm aware of - there was none back in WF14, and that's really the first good reference for True Dragons and dragonewts (and provides the core of what has come forward) 3) I'd make it in-line with aspects of the Dragon's other powers (as well as being naturally "fiery" or corrosive). Minimally POT 20, but I'd expect more like POT 25-30. Might have properties like a liquid "metal" - the Brown Dragon's blood might have aspects like bronze, the Green Dragon's like copper, etc - until it solidifies and then becomes like an unenchanted metal. Maybe imbibing it (and not dying in the process) turns your blood purple or they gain one Dragon Magic effect. 4) And of course there should be weird effects if they imbibe the blood. Dragonewts approach. They can see phantom dragonewts walking on the dragonewt roads. It becomes harder to connect or talk to spirits or gods (penalties to abilities such as Worship, Spirit Travel; or to Passions such as Devotion). Maybe they take on the Passions of Crested Dragonewts! And then there are the dreams … the dreams of a Dragon … they start penetrating into the PC's dreams and it starts to become difficult to separate reality from the Dragon's dreams.
  15. There are certainly differences within the LM cult regarding whether sorcery can/should be used. The LM Temple of Knowledge in Nochet (largest in the world now that the City of Wonders is gone) is largely divided into 6 "schools", each of which has differing opinions on what is allowed or not. These are a couple snippets that Jeff and I worked on for the in-process Nochet material: "The Black, Blue, Green, and Purple schools also maintain sorcerous traditions, and even the Grey Lords hold some of the Torvald Fragments and know the secrets of the Alien Combination Machine. The Charterists, on the other hand, maintain a strict doctrine forbidding sorcery to their initiates and take every opportunity to destroy such blasphemous writings (with such events often sparking one of the notable Scholarly Riots)!" "Because of their large Scriptorium, old palace associations, legal expertise, and study and involvement with the Charter of Nochet, the Charterists are the largest of the schools and train most of those who become scribes and lawspeakers among the houses of Nochet. The Grey Lords and Blue Philosophers have been particularly favored by merchant families due to their knowledge of other lands (the latter particularly by the sea captains). The Black Philosophers are skilled in understanding and dealing with the trolls …"
  16. No. I'm sure it would be of mutual benefit. Idrima helps her "priest" become a full shaman, while she helps extend worship of the cult of Idrima.
  17. The old writeup from Greg's campaign about the Crown Test of Leika Ballista is an excellent example of this. She goes questing into Snakepipe Hollow, but instead of finding foul chaos to fight she ends up at the Feast of the Duke of Disorder.
  18. I think the concept of essences have been dropped (as well as the idea that the Stream is pure "essence").
  19. I don't find it named in any map - nor do I even find the settlement noted on older maps (including the Dragon Pass Gazetteer). I'd guess it is most likely Enjossi's Stead or Kjartan's Stead, or maybe Salmon Town.
  20. Btw, you can also find many useful ideas for an SMU campaign in the 13th Age in Glorantha book. It includes material related to the Eaglebrown Warlocks, the Snakepipe Dancers, and the Eleven Lights. p.326: "But the mass battles of the Hero Wars and Argrath’s organizational coups are not our concern. Your 13th Age Glorantha campaigns make the PCs the heroes that count. There won’t be any pivotal battles between the Lunars and the Orlanthi if the cosmos falls apart first. Our treatment of the Sartar Magical Union focuses on how affiliation with bizarre groups and traditions can shape your character’s heroic attempts to prevent the world from unraveling. The groups in question might or might not eventually come together as full-fledged members of a magical Union, but even if not they’ll provide your heroes with powers to use against Chaos and other enemies." Perhaps if you're campaign focuses on the Eaglebrown Warlocks, you are sent off as "storm-chasers", looking for signs of the Thunderbird so that you can gain: a Thunderclaw (a melee weapon, usually sword or spear) hurled from the sky by the Thunderbird; or the Magnificent Wings Cloak; or the Eaglebrown Mask; or perhaps even a Thunderstone to hurl at your foes. Or pesky Raven keeps stealing your weapons or magics and you need to track it down to defeat it once and for all. Might even need a quest into the Gods War to do that - but you'll need to defeat Sun Hawk and his allies first. p.409 has an example of another possible scenario: "For example, perhaps the Sartarites have been taking shipments of enchanted copper weapons and ritual paraphernalia from the Shaker Temple held by the Tarsh Exiles to the northwest. The Sartar Magical Union is using these sacred items for a powerful magical effort that they have underway. When these shipments mysteriously cease, the characters are sent to the sacred mountain of Kero Fin, Wintertop Fort and the Shaker Temple, to find out what has blocked them." Or p.410: "One of the PCs’ regular contacts has a special mission for them. Ironhoof, the heroic centaur leader of the Beast Men, is leading an elite regiment of centaur spirit archers in coordination with the Sartar Magical Union, so he is far from Beast Valley. He needs someone to bear a message to his captain in Duck Point, and since the heroes are going that way. . . ." The adventure Ascending with the Eleven Lights (p.434+) looks at a different group from the Sartar Magical Union and ties in well with the Eleven Lights campaign.
  21. There's some additional information on warlocks in general in HQG as a distinct "occupation". It's also a relatively new one, the first units of the SMU forming under Argrath in 1624. "The magicians of the Sartar Magical Union are popularly called “warlocks” after a derisive comment by the Lunar general who opposed them in 1627. They include men and women in roughly equal measures, as well as a substantial minority not so easily classified— far more than usual in the population. They have been taught techniques to wield great magical power through meditation, austerities, chants, ecstatic dance, and even sex, to achieve a higher consciousness and unshakeable focus.... While performing their collective rites, the magicians are physically defenseless and must be defended by bodyguards. Many warlocks have been Illuminated by Argrath or his Companions. The warlocks are widely feared, and their cryptic and often transgressive words and deeds do not endear them to the superstitious. They are nonetheless under the direct protection of the Prince, who favors them greatly." As a military unit of course, they also need food, clothes, supplies, etc. So they will need merchants, probably scribes, wagon-drivers, scouts, etc. - i.e. everything you might expect in any adventuring band. They are new, so likely still building up the power of their wyter, and are going to need objects for rituals, things to increase their power and status, ways to prove themselves and earn enough to support their organization, and discover/uncover ancient secrets. From the Guide, p.736, "While the Lunar Field School regiments had been trained together and had comparable magical power, the mounted battalions that Argrath organized were a dizzying array of temple priests, bush shamans, twisted philosophers, wandering devotees, crazed holy men, a mystic or two, and various adventurers. Yet Argrath melded them together by creating new magical societies with greater powers than the sum of the members. Argrath showed them that they could, in this way, do what the great Lunar magical schools achieved when they devastated whole armies with their power." Identify their commander, and determine what they need to do to pursue their objectives!
  22. Although from my HQG campaign, the duck shaman, Joseph Greenbeak, led the PC's into the Spirit Plane and brought them to the Assembly of Small Spirits to get a spirit ally to help in their fight against an invading vough. The spirits here were an assortment, though all had in common that they owed no allegiance to any spirit lord but each other. They gathered at the Little Rock, a place for independent-minded spirits, though they all desired to make spirit pacts with someone who would honor and remember them (they were rather lonely spirits in a sense and wanted to feel useful). They were small spirits (in RQG terms probably of 1D6+4 POW) and each knew one spirit magic. Each had a particular requirement that their ally had to fulfill (a taboo). If allied, they would enter a Charm that allowed a direct connection between the PC and the spirit. (I pictured this as perhaps different from a Spirit Binding enchantment at the time - more an object part of the Mundane World, part of the Spirit World through which the connection was maintained.) To ally them, you had to sing a simple song: Tell me your name, what do you do? What do you want me to do for you? These were some of the spirits that gathered at the Assembly of Small Spirits. Little Rock - Detect Spirit (never stack rocks) Fire toad - Ignite Leaf and Branch (never trust a frog) The Carved Pawn - Detect Aldryami (carve only pinewood) Rust Patch - Dullblade (never sharpen a knife) 6 Green Men - Counter Spell (never cast a Spell) Old Moss Face - Endurance (eat moss once per week) Copper Woman - Command Snake (never harm a snake) Shimmerwind (chosen by Dyrrkind) - Shimmerwind (never harm a Wind Child; shelter charm from raging storms of Storm Bull & the Wild Hunter) - was later devoured by a Hell Hound The Opposkunk (white with black stripes) - Perfumed Spray (challenge any skunk encountered to a duel) Flying Bluefin birds - Shoot True through Water or Shoot True through Air (like quarreling children - what one has, the other wants; feed them water and wind once per week) Burning Cattail (chosen by Aren) - Catch and Release the Sunflame (bathe charm daily in sun or fire) Firefeather Bird - Hurl Flames (rub in fresh ash daily) Starspark - Celestial Spark (never use a Lowfire) Giant beaver - Gnaw through Wood (chew wood daily) Long Hopper - Long Hop (never skip) Thorn Bird - Thorn Feathers (hate soft feathers) Earth Shaker - Quaking Step (never harm a quake beast) Shimmershell beast - Shimmershell (only eat meat of birds) Blinker - Dispel Magic (gained by Joseph) Notrd - Gnarly Root - Trip and Twine (carve runes on smooth bark daily) Some of them are depicted in this image.
  23. Additional sacrifices are quite likely. Perhaps the shaman must take on additional taboos as well.
  24. I'm sure there are sorcerers or shamans who can/have "manufactured" religions, probably for their own profit. And of course Tricksters could using some "mask" of their god.
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