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jajagappa

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Everything posted by jajagappa

  1. jajagappa

    RQG Cults

    Oh, certainly could, but I wouldn't expect such to be in the primary Gods of Glorantha guide.
  2. I can't say specifically about Orlanthi, but did writeup customs for Imtherian marriages years ago. I actually ran a whole marriage ceremony (including the gift-giving in advance) - the mystery was trying to discovery who the Trickster was. Imtherian Marriage Customs: Local villages come together during Fire Season for several purposes, including socializing, rituals to invoke the power of Khelmal (which require groups of disparate people to get together for common aid), and introducing young people from the different villages. Marriages are arranged by the parents, though often youthful appeal plays a part (at least in getting the child to state her/his preference to their parents). About 95% of all marriages are between people of differing villages--marriage within the village is frowned on and considered bad luck (several stories point this out--the marriage of Khalana and Basmal is a mythic point; the marriage of Delea and Voshon is a common folk tale). Marriages are arranged usually to occur in Storm Season (it's considered best luck to come together at that time) or Earth Season (for those in a rush the time of good harvest is considered well-omened). Dark Season marriages are bad luck and ill-omened (the mythic marriage of Queen Balurga whose husband was then sacrificed is the classic example). To seal the marriage, the parents exchange cheeses (always brought along for these festivals if they have marriageable children). Once each season thereafter, until the marriage, the prospective groom and bride send gifts to each other. These are expected to be tokens of their coming love and are usually common crafted gifts (woodcarvings, musical instruments, necklaces, or foodstuffs like cheese or casks of cider). The gifts are always taken to the other through someone not of the family (the prospective bride and groom try to avoid having a Trickster or Keeper of Dire Secrets bring these, however, since the former love to substitute other gifts and the latter always add their own prophetic gifts). During the period between arrangement and marriage, the prospective groom must prepare a new hearth for himself and his bride. This may be as simple as digging a new fire pit in his parent's dwelling or as complex as building his own dwelling including the fire pit. The fire pit/hearth always includes a hearth gift made to Ralaska to bless the marriage to come. If his parents are dead and he has possession of their former dwelling, then he must rebuild the hearth by removing his parent's hearth gift and replacing it with one of his own. When the day of marriage is at hand, the bride's parents assemble gifts for the groom, the groom's parents, and the groom's village. For the latter, a barrel of cider is customary, but could be apples, cheeses, a boar for roasting, etc. When the gifts are ready, the bride is placed upon the cart and with Lokarma's blessing for a gentle trip, the bride travels to her new village. The bride departs from her home upon the bridal cart, which contains the bridal gifts, the bride's personal dowry, and decorations of seasonal flowers or branches. Any animals that are part of the dowry trail behind the cart. The bride's personal dowry usually consists of assorted goods for her new kitchen: a bronze or copper soup pot; earthenware bowls and mugs; spoons (commonly wooden--bronze or copper if the family can afford them); a bronze ladle; a candle holder (or an oil lamp if possible); carvings of Nealda (for fertility), Imthus and Aidea (for good health and marriage), and Ralaska (for a warm hearth); a covered brazier containing a hot coal from her parent's hearth; and assorted pins and braid ornaments (richer farmwives might also have passed on rings, necklaces, armrings, or earrings to their daughters). As for the decorations, for Storm Season marriages, villagers make wreaths of Ryar’s Boughs--enduring branches of the stately fir tree. For Earth Season marriages, villagers use wreaths of Aidea's Stars, the vivid white three-petal flower which blooms three times a year. The rarer, but joyous, Fire Season marriages use a mixture of flowers, usually including Aidea's Stars, Cat's Eyes (a fine yellow flower with a brown center), Dendara's Hair (whose yellow flowers amidst willowy leaves give the effect of finely decorated hair), or Yelem's Mantle (a large petal yellow-orange flower). The bride is accompanied by her parents, siblings, other relatives, close friends, and a village representative to the new village. All of these, but two (one chosen to be the cart driver), must walk beside the cart. If a Khalana healer is in the party, (s)he may also sit in the cart and play upon her ousa. Otherwise, the bride's best friend sits in the cart with her and helps her braid her hair. When the bridal party has reached their destination, they are greeted by the headman of the groom's village or his representative. The headman leads the party to the town circle and ritually welcomes the bride into the village. He usually repeats the a formal greeting while young children holding hands dance around the cart. The bride responds by tossing a garland or wreath from the cart to the dancing children. Whoever catches the wreath is supposed to always have good luck henceforth upon that day of the year. The headman assists the bride to descend from the cart and leads her (with her relatives and assorted local children trailing behind) to the groom's home. The gift of the bride's parents is then made to the groom's parents. When the groom's parents have accepted the gift, they present their son, the groom to the bridal party and pronounce their own greeting. (Note: the post-marriage feast typically takes place upon a raised platform or stage within the village hall or on the village common. This is supposed to bring the party closer symbolically to Arahar and Teliska who made the first marriage.) Once the presentation of the bride and groom is complete, the village headman leads the entire party to the local shrine (this may be a common shrine to all deities or one devoted solely to Imthus and Aidea). There the priest and priestess of Imthus and Aidea (or in rarer cases those of Arahar and Teliska or Khelmal and Nealda) bless the union and pronounce the marriage vows. The priest and priestess light two candles and place them upon the ground. The new couple must dance around the candles hand-in-hand ten times for good luck (five times one way and then five times the reverse). Note: it is a bad omen to knock a candle over; to have a candle go out is very bad luck--one of the partners is sure to die young. The priest and priestess then join the new couple in a second dance to link the new marriage to all past marriages in a continuum from Arahar and Teliska to the present.
  3. The question is whether they engaged in the first place. If they closed and began melee combat, they are engaged. If there is still distance, and they are firing missile weapons, they are not engaged. That said, turning to flee might still expose you to a missile attack you cannot Dodge.
  4. Got enamored of humans for some reason: fell in love; got rescued; was a gift from an elf/dryad to a Cinsina clanswoman; got blown to Cinsina lands by a hurricane gale and wants to get home; fell from a flower patch in the Sky World (which could become a subquest of the Three New Stars quest); was created by Voria to add the Cinsina after the Great Winter... 🙂
  5. In Esrolia, folk flock to the cities where the granaries have supplies of food stored and bring herds for slaughter. Where Veskarthan (aka Lodril) priests are present, they help warm the earth to keep folk alive. Overall, this is the Homeland that is least impacted (though no crops grow).
  6. jajagappa

    RQG Cults

    That was RQ QuestWorld, not Glorantha, so assume not.
  7. Cut Shadow - separates a shadow from a man (i.e. removes Darkness).
  8. 🙂 True enough! My overall point, though, is that while someone can gain a high-powered variable spell, there are costs to doing so. Is it really necessary to have an arbitrary cap there?
  9. True, but then he has to get that first. And it has to be enough to hold 8+ MP's. And he casts it once, and it's going to take awhile to replenish it. And in the meantime, I send my allied spirit to attack him in spirit combat, or I cast my Dismiss Magic rune spell, or attack him with Disruptions.
  10. Not that I've seen, so I believe they are always governed by the Inspiration rules. That's why it's of most value with Worship or rituals to create enchantments. And likely is of value when casting sorcery spells.
  11. Except he can't cast it because he only has 1 MP.
  12. I, for one, am glad to hear that both attracted you to the game. I know my players are appreciating both the rules and art as well.
  13. There is none. Orlanth is chained in the Underworld. Orlanth's Ring does not appear at all during the Windstop. 11Lp.106: "During this period, Orlanth’s Ring no longer appears in the sky, making its customary journey from Stormgate to the Pole Star. People all over Glorantha notice this phenomenon, and even if they are far from Dragon Pass, this change in the sky is understood to be a portent of doom and causes great consternation." Yes, I interpreted as the Birth of the Devil. But, GtG p702 confirms your statement. However, that still works with the fall of Whitewall. The Crimson Bat (aka Chaos) comes from the north to attack in 1620 - maps to the advance of chaos in the last phase of the Lesser Darkness. The Fall of Whitewall is the invasion of the Spike. The Windstop is the Greater Darkness.
  14. Actually you do - it sets the level of the number of Runes and Techniques you can master. High INT means a much greater range of spell options.
  15. I ran RQ3 for 10 years. Not a single player ever used Disarm. They did maim or sever weapon arms.
  16. i.e. the Three New Lights, the New Breathers, and anyone else working to reestablish the order of things and fully restore the balance to the world in the aftermath of the Great Winter .We know the Death of Orlanth is a condition for the New Temple to be completed. That Orlanth is in Whitewall doesn't change the fact that it is a precondition for the temple. Neither. The damage is done, the Compromise has been broken, the Hero Wars begin. The Dragonrise is an example of a new 'rift' (small vs. Zzabur's blasts), but those are growing. Yes, and that is all within the Great Darkness. And it may be hyperbole, but it also enables the Myths of Survival during the Great Darkness to work.
  17. Yes, that covers the rare human. What I don't recall is any mention ever that Chaos is left-handed.
  18. Except for Broyan's statement as in 11L p.102: They stop only briefly, spreading a message of hope from the exiled High King Broyan, “This is the Great Darkness, prepare for the fight.” I'd contend it is. This Great Darkness ends at the "Unity Battle" aka Battle of Aurochs Hills. The Silver Age equates to the period that follows until the Battle of Pennel when Orlanth is fully freed.
  19. I think this is on target. Hwarin's conquests in Saird and Vanch clearly bound folk via oaths. Even her non-conquest in Imther seems to have established a reciprocal trade in order to get access to the dwarf goods. Probably broke down during the years of Sheng. New and conflicting oaths made when the Kings of Tarsh expanded. The Lunar Provincial Admin seems to be either something new, or a more effective enforcement of the oaths/tribute.
  20. Yes, looks like it! Remember the Iron Ram in GRoY which broke the gates of Elempur. GRoY p.25 "The second threat, from the south, was the Ram People. They wore curled horns upon their heads, and wooly fleeces instead of clothing. They worshipped a huge iron ram, which they towed about on Wheels. They were descendants of Uldoviham, who had mated with beasts during his time in the wilderness. The Ram People came in a horde to the city of Elempur, the most southern of the Seven Cities. The people who lived there were afraid. They tried first to stop the invaders with words, but failed. Then they tried to fight, but the Ram People were more numerous. The wool-clad barbarians attacked the men of Elempur, and then they ran into the city and sacked it. They burned, raped, and pillaged wantonly. This had never been done before. Everyone was in shock except the Emperor."
  21. Don't we already? We must always remember the sacred word as noted in HQG 4:8 YGWV.
  22. I don't remember it either. Dragonewts - definitely left-handed. Humans - supposed to be predominantly right-handed. Chaos - whatever suits its purpose.
  23. You have one pair of dice at 12. Across 11 more pairs, you'd average 7 per pair, which is 77. Add in the 12, you're at 89, plus one die which has a max of 6. On average you'd look at 95 points. Seems very reasonable.
  24. That is correct, no DI. This IS the Great Darkness. But that also means it's a time to find others who are also trying to survive. Shamans can access the Spirit World readily, and there are still Kolating air spirits. Yelmalio (and Elmal/Rigsdal) has magic - get help from the powers of the stars. The rivers, if they are not frozen over, may have some magic. And there is magic in Darkness - time to ally some trolls, as long as they don't decide to put you in the food pot.
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