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jajagappa

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Everything posted by jajagappa

  1. I'd make this slightly broader and simply say Disease Spirits are attracted to Disoder. Waste is Disorder, whether intentional or not. As Disorder increases, so do opportunities for Disease Spirits to manifest at the spot and enter the mundane world. This can be particularly problematic in cities (and not just through waste, but disorderly conduct, theft, and other activities).
  2. Whatever you want to have happen to him for your campaign. There are many Sartarite leaders from the 1618-1621 period who are gone by the Dragonrise. Some got eaten by the Dragon. Some died at Whitewall or in the Great Winter. Some died during the struggles for liberation such as the Battles of Pennel or Dangerford.
  3. Yes to both point. My belief is that the DH consider anyone from the southeast of DH to be zarkosites (i.e. the word effectively means 'southeasterner' whether in origin or later adoption). Therefore, anytime the DH want a formal muster on ancient lines, they want someone included to serve as zarkosites and that someone has to come from the southeast of DH. Tunoralings/Vanchites, or Sidarsi/Imtherians, or Balurgans, or Votanki, or true Zarkosites work for the DH because they are all 'southeastern'. My point was that while any can serve as long as they include the correct accountrements (i.e. sling), not all will produce the correct magical results since most are not true Zarkosites. Yes, that is all correct. And I agree with you that I don't believe the Zarkosites were wiped out by the Flood. The followers of Uryarda, who are definitely called Zarkosites, 'disembark' the Ark there because they are already/still there. Whether they actually are related to the inhabitants of Zarkos, the Land of Serenity, is another question. Except by the time of the Battle of Night and Day, the Tunoralings have come to be known as the Vanchites and have 'stolen' Zulox for their own. Also the Elder Wilds have overrun the area to the east (GtG p.127). By 400 (GtG p.130), Ozarcos has reclaimed much of the area (could well be post-Sunstop/Battle of Night and Day as Nysalor's allies drive back the trolls), though we do not know the relationship of Ozarcos to DH at this time.
  4. The Tunoralings are the raccoon folk followers of Tunoral the Raccoon God and the Green Woman, and are definitely not the Zarkosites. The origin story of the Zarkosites is that Uryarda disembarked from the Ark to settle the land. We know little of the Arcos Valley during the Gods War, so it could well have been affected by its own Flood. However, it's also possible that Uryarda's goat herders simply climbed up the mountains during the Floods and then came back down when the waters retreated. The Ice never reached the Arcos Valley - the Glacier stops at the Hill of Gold. Chaos, though, does come through and melts the Gap of Tork. Possible that such forces any number of folk south to become Votanki.
  5. Certainly possible, but there could be any number of other routes. They could be from among the Starlight Ancestors, too, who lost their horses and were forced to forage on foot, only saved by Brother Dog.
  6. It could well be a theistic/mythic tradition. After all, the Seven Mothers have this as Rune Magic: Summon Darkness/Earth/Fire/Water Elemental (small only).
  7. The Zarkosites and Votanki are distinct at the Dawn though. GtG notes (p.712): "Zulox: This was a sacred breeding place of the Zarkosite people. They were pastoral goat-herders who worshiped Durbaddath the Lion Father, Uryarda the Goat Mother, and Zarkos the Ancestor. There were other clans of Zarkosites in Garsting and Jarst." and (p.711): "Arau: This sacred grove in the Dog Hills was the gathering place for the Votanki people. They were hunter-gatherers who used dogs and worshiped Votank and Brother Dog." If you are pastoralists herding goats, why go back to hunter-gatherer?
  8. The original mention is from "The First Muster" in GRoY (p.85) and Greg's The Alkoth Book (from 1995): "From the Southeast came the zarkos. They were bare-footed and wore goat hides, and they carried leather slings and pouches of rocks, each glowing with deadly magic. They could run all day without getting tired, and were sharp-eyed and honest." As for things being different later, the only other reference I can immediately find is what is suggested in FS (p.47) with Yelmgatha's Muster: "Yelmgatha did not wait, but sent his magical messengers out upon the Ancient Muster. Many of those messengers fell, slain by the enemy spirits who intercepted them. Others found no one to answer their call when their reached the ancient sites." Actually, yes, that's the one I was thinking of (in WF 15): "His Zarkosians dared to follow only the letter of the ritual.... For ritual purposes, they wore a sling, though none of them knew how to use it. They did not obtain much real blessing from the Emperor, because they did not fit the formula of the language used to bless them." If the Votanki were the Zarkosites, then they should have been able to muster them instead. But I think the ancient site from which to muster the Zarkosites was Zulox (GtG p.712). By the time of the Battle of Night and Day, the Zarkosites had retreated east of the Jord Mountains and Zulox was ruled by Vanch.
  9. In Gathering Thunder p.25 the following clans are noted: Friend-of-Stone, Ghost Horse, Flame Juggler, and Sweetgrass. Whether canonical is another question, but could certainly be used.
  10. I'm not convinced this is true. The natives of Jarst and Garsting (now cut off from Peloria by chaos-bound Tork), yes, as the naming of Zarkos/Jarst/Garsting all tie to the Arcos River. And the Zarkosites appear in Murharzarm's Muster as the forces from the southeast. But IIRC, later use of Votanki to fill this DH-based army muster did not fully enable the earlier magic brought by the Zarkosites.
  11. One way to play this, if you don't want the Necromancer figure to be "evil", is to use Ty Kora Tek, the dark earth deity who is the Keeper of the Dead (and ruler over the Necropoli, particularly in Esrolia). She knows the ways to Prepare Corpses and how to Speak to the Dead, and how to Free or Bind Ghosts. In the Esrolian lands, once per year (a Day of the Dead), the dead ancestors come out of the Necropoli and go along the Sacred Way to the cities to visit their relatives. Unlike Zorak Zoran undead, the skeletons or mummies of Ty Kora Tek would still have their soul, but would be bound by the ways of Ty Kora Tek to never speak (except on the Day of the Dead). Potentially a priestess of Ty Kora Tek might have a reason or mission on which to send one of the dead (perhaps as a guide or guardian to some living being, most likely an Earth priestess). Ty Kora Tek does not like "undead" though - the soulless constructs of Zorak Zoran or evil sorcerers or chaos. Although there is no writeup yet for Ty Kora Tek, you could use the following (which is a bit of a blend of Daka Fal, Humakt, the noted subcult spell for Ty Kora Tek, and Zorak Zoran): Runes: Earth, Darkness, Death Cult Skills: Cult Lore (Ty Kora Tek), Prepare Corpse, Speak (Spiritspeech), Spirit Combat, Spirit Lore, Worship (Ty Kora Tek) Spirit Magic: Detect Spirit, Detect Undead, Dispel Magic, Silence, Spirit Screen Common Rune Magic: All. Special Rune Magic: Absorption, Bind Ghost, Bless Grave, Create Revenant, Free Ghost, Summon Ancestor, Summon Specific Ancestor. [Whether you want to include Create Revenant or not would be up to you. Probably would not be a standard TKT rune magic, but if you want to emphasize Necromancy, then include it. Instead of binding a ZZ cultist, it would bind an Earth Priestess to her mortal form. That could of course be a dead Babeester Gor Axe Maiden, which might be quite scary.]
  12. Two things: 1) Odayla is very Orlanthi - very counter to the ways of the centaurs; 2) Odayla is a bear, a centaur is half horse, half man, and not at all bear-like. Foundchild is much more aligned with the spirit aspects of the centaurs and beast-men.
  13. I would use these: Shamans who call upon the various spirits of Beast Valley (might have suggested Daka Fal except it notes "Ancestor worship is mostly nonexistent") Chalana Arroy - healers Foundchild - hunters Possibly Issaries (though Donandar the musician and entertainer will be a better choice once available)
  14. Definitely agree that this is a Giant HeroQuest. But I think it requires the Baby Giant learning enough to leave the Underworld on their own. Whether that is riding upon the Boat Planet (I figure the Giant Helmswoman might be a prior Giant Baby born before the Dawn), climbing up the Stairs of the Hell Crack, raising her own new mountain, or even riding a Fireberg back to the World (Fire Giants anyone?), I don't think matters to any but the Baby Giant. It is for them to find their way/fate and return with that back to the Inner World. I do not believe that this happens in one season or one year though - this is an epic life quest for the child.
  15. The sacrifice of bodies/souls to save/aid the culture is common. Orlanthi kings do this whenever they go to war. That Ernaldan queens would do so to help maintain the land seems quite natural as well, and doesn't necessarily suggest slavery any more so than the spirits called upon and set to ward the temples. Tarkalor "volunteered" many men at Grizzly Peak too. If, as I think Jeff has suggested elsewhere, that Imarja as the divine feminine is just another name for Glorantha, then there may be a number of paths of access and interaction, though likely none through the standard mechanism of the cult and divine magic (except perhaps when channeled through Ernalda or other goddess who did interact). There's certainly a mystic path. Can one reach Imarja through the Spirit World? I'm sure in some way, but not likely one where she provides direct spirit allies. Perhaps through the Earth Witch following the flight of the Goose Girl in the Spirit World, one can reach her. Or perhaps Imarja is one who infuses herself into the mortal world through a chosen mortal vessel or the cryptic stone messages found upon Kena Hill. What I don't see is the Grandmothers directly interacting with Imarja as is she were a goddess via a cult. Imarja might be amused by such attempts, and might lure such 'believers' into a false belief, but I really don't see the Grandmothers directing any of this.
  16. Greg's Battle of Night and Day writeup. I don't know about saving any day, but I did take advantage of it, and really enjoyed doing so. I thought it really allowed a GM to explore what a myth might mean, and how it could be interpreted from any number of viewpoints. Got built into my entire Imther campaign! Unfortunately only bits and pieces made it public via the various fanzines.
  17. Although Nochet has plenty of sewers, they also have nightsoil gatherers - usually gangs of trollkin supervised by the local dark trolls - who deliver what refuse they don't consume enroute to the temple of Black Esrola, who then blesses it for the nearby farmers to use.
  18. Once you've severed ties, you've severed ties. But if you never had them to previously sever... It's the same way Humakti can end up as thanes in their tribe. They ritually sever themselves, then offer up their sword to someone/some group they believe worthy. After all, Humakt is often represented as the Sword of Orlanth in myths.
  19. Yes, it looks like Yanioth enchanting the jade bracelet (which is what appears to be held up by the little statue). Not to my knowledge.
  20. They take place anytime after the Dragonrise that you choose. Also, if you adopt/use the pre-gens, then your Vasana's Saga Will Vary (unless you explicitly pick up after the end of the RQG Book tales).
  21. I use it to make a straight roll, bumped up or down depending on where they are, for just this purpose. I would allow it as an augment for a Communication roll, although success might come with a price, and failure might not (e.g. if the Issaries trader doesn't know you, he might not jack up the price of the sword you wish to buy, but if you're a known companion of Queen Leika, well then... he may have a "great" deal for you!).
  22. Imarja does not provide any direct/immediate benefit in this manner - as the divine feminine principle, she represents a distant, mystic path. Uralda the Cow Mother is most likely for cattle. Nevala the sheep mother for sheep. Trading the meat would be the province of Issaries/Garzeen.
  23. I don't think we should equate the Grandmothers' coming to power in Esrolia with an understanding of Imarja. The creation of the Other House seems to be a rejection of the mystic by Ernalda and the other goddesses and an assertion of their own power. That the Grandmothers incorporated or transposed stories of Imarja for their own use without delving into its mystical side seems likely.
  24. If we follow the material in the Esrolia book, then likely they must visit the House of Shape, the House of Form and the House of Appearance. "Some of the people did not understand any of this." - however, if they succumb to the temptations of life, then they accept the reality of the Other House instead and clearly fail to understand the deeper mysteries.
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