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jajagappa

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Everything posted by jajagappa

  1. It added 6 pages of notes from some Wyrms Footnotes (I believe) articles. Otherwise it is a reprint of the original content.
  2. Yes, I think crossing the Choralinthor is most likely, probably from Karse or Sklar. I like the Fish Road migration story. Most likely the Calm Waters clan, which is also one of the earliest to arrive. No, it doesn't. But if everything is spelled out, then it doesn't leave much for GM's to plug their own stories into. Valadon is likely main point for the North March. Nochet will receive herds coming from the area south of Valadon and west of the Shadow Plateau. They will also draw from the west, but so will Ezel. Likely some typical divide between the two based on whether a given clan needs more Wealth (Nochet) or more magical benefit (Ezel). bread crust typically given the grain supplies. The former Moontown is the most accessible/available area. But there's also a certain amount of rebuilding, adding-on, expanding into former 'gardens', etc. As for who decides, well, you try to build and see who comes around asking for 'protection' tribute, or demanding tribute or duties, etc. If you've got enough muscle (physical, magical, monetary) then fine. If not, well perhaps your building 'accidentally' collapses. That's why you build a strong network of relationships, obligations, duties, marriage alliances, etc. Think Bedouin tribal politics crossed with mafia-style families. It is almost all local consensus-generation. The Queen's power is mostly in maintaining the religious rituals and Ernalda's will. That's in the Tershis district within the walls. Or Ferrytown across the way in part of old Forenes where they can charge a pretty clack to cross. Now, the Sky River Temple is outside the walls in Rivertown, so there are certainly priests living there, but they are largely drawn from houses within the city. The new Lunar Temple does/did not occupy that much space. But they would have used a combination of earth magics, controlled earth elementals, and contracted dwarf help. And, yes, maybe the Lunars brought in some magics and techniques too. The razing of Moontown after Hendira's fall by Samastina was much more destructive and I think drew on a range of elemental powers including sea/tidal magics to weaken foundations along the bay, earth powers to break the Lunar Temple, and the powers of Veskarthan (Lodril) and his wildfire to burn and consume many buildings.
  3. You should be able to use the original with the new RQG edition. Add some Runes and Passions, as needed, to key NPC's and should be ready to go.
  4. Ostensibly yes, though perhaps they came simply to take advantage of more opportunity in Nochet (and with less trouble than colonizing Sartar). Here are a few from the Sarli Clan "Triads": among themselves, the clans of Sarli reference themselves by the so-called Clan Triads. The Three Old Clans: arrived 3 centuries ago following Belintar Calm Waters Birch Staff Bronze Scale The Three Rich Clans: are blessed by great wealth (due primarily to control/tolls on the routes out of the Great Market) Bronze Scale Fresh Rain Sunheart The Three Market Clans: noted for their interests in the Great Market (closely associated to the cult of Issaries) Bronze Scale Green Pot Calm Waters Note that the overlap reinforces the idea that some who have been in Sarli a long time have deep roots and strong connections in Nochet. The Three Troubled Clans: arrived in the Times of Troubles (they carried many feuds and grudges from Sartar) Black Crab Five Rings Urvarestra Yes, seafood from both bay and river. Waterfowl including geese and ducks (but not Ducks). Pigs are very common in Nochet, and many wander free in the streets. Sheep and cattle are brought in during particular seasons for slaughter at the great stockyards in Tendayvora. Goats can be found in Meldektown. Nochetites love pies: fish pies, shellfish pies, meat pies, fruited pies, and other varieties of and variations on pies that can be found with a whole range of spices both native and brought from places such as Teshnos and Fonrit. Farmers to the west follow paths towards the Lyksos and then into the city via the two western gates. Farmers to the north are dependent on river/ferry crossings. Farmers to the south come in through Meldektown and the south gate. "Land owner" implies a feudal arrangement that doesn't exist in Nochet. Houses have claims over tribute from those occupying (or building) upon particular lands from the Godtime. Whether they can enforce such is another question. There are no "Orlanth" temples in the city. There are temples to cults such as Heler or Barntar, or the collective Lightbringer's Temple, but not to Orlanth. Ernalda keeps her husband at arm's length. That's reasonably correct. For instance, the Yelmalion houses are headed by male chieftains, and they control the hiring of Yelmalion mercenaries, but most of the neighborhood issues are handled by their spouses through the local Society of the Cloth (women-controlled weaving 'guilds', of which there are around 19 in the city). If you are a family without a clan in Nochet, you will likely be prey to someone, so if you don't make arrangements with a neighborhood house, you'll likely need temple support and protection. And odds are you'll gravitate to wherever that temple is based. Now that could be a Lanbril cult or some 'guild', though in both cases those are still likely to be structured as 'houses' or extended adopted 'clans'. If you can't manage that, you'll likely either become beggars in the city or dwellers in the Riverside slums west of the city or bandits eking out a living in the marshes south of the city.
  5. They are not the Shaker Twins - those are the Old Tarsh hero unit. As noted in the Glorantha Sourcebook: The Earth Twins originated in Esrolia and were founded by the Old Earth queen after she performed a joint ritual with Argrath. The warlocks of this unit use Argrath’s techniques to wield powerful Earth magic, both malevolent and benevolent. The Earth is so receptive to their pleas that they can even create fords and bridges across rivers and causeways across lakes. Their rituals combine blood sacrifice and fertility dances, and their wyter takes the form of two young women: one corpse blue and garlanded with skulls; the other rosy and angelic. My guess is an ancient pair of ancestral or demigod Earth women, otherwise unnamed.
  6. All of the above. There were earlier Heortlings who came, likely in the same period that the Colymar came to Sartar and Andrin became Belintar's Governor over Heortland. As trade developed between King Sartar/Boldhome and Queen Bruvala/Nochet, there would have been trade/merchant communities, likely coming from the various confederations. These make up the oldest "Sartarite" clans. Intermarriage likely between clans with bases/factors in Karse and Nochet would have added to these. Starting with Grizzly Peak there begins to be a steadier stream of refugees. The Lunar invasion of 1602 and battles at Runegate/Boldhome sets off whole bloodlines toward Nochet, continued by the infighting between 1603-5. Failure of Starbrow's Rebellion brings more. By 1623, it's built up to over 20k. The granaries are run by the Asrelia temples. Of course, those are controlled by the Enfranchised Houses, so it's a bit of both, and with the Queen participating in the rituals to keep the grain fresh/ripe. Newcomers could donate to the Asrelia temples (which are also granaries), and thus receive benefit as well. Or they could become clients of a greater house (directly to the Enfranchised House, or to other clients of the Enfranchies House) - creates a bit of a pyramid scheme. They owe duties and tribute to the greater house, and for such duties get to share the benefits. The Adjustment Wars brought Nochet down to around 5000 people, most living in the Sacred City. Over time, and particularly with Belintar's ascension to power, Nochet's population grew internally, and via immigration. Some Heortland clans begin to settle after 1320 or so, and do so in Sarli given the presence of Storm Hill. The temples largely 'own' their sites. Some are quite large - the Esrola temple being the best example. Some reclaimed sites/land as Nochet population grew post-Adjustment Wars. But all the Enfranchised Houses also have claims over most of the land in Nochet (excluding Kena Hill, Storm Hill, and the Sacred City), so attempts by temples to claim sites are going to be largely tied to those who also have connections to those same noble houses (e.g. the Grace Temple in Sarli is heavily influenced by House Delaeos and vice versa). Orlanthi priests do not have claims in Sarli - and the guardians at Storm Gate ostensibly keep "Orlanth" out of the city. House Delaeos has claims over and receives tribute from many/most in Sarli. Most have prominent women, usually in one of the Ernalda temples and participating in one of the Societies of the Cloth. However, they will also have Issaries merchants and Lhankor Mhy scribes to deal with various relationships in the city, so not exclusively female. Most of my House Generation questionnaire focuses on the non-Sartarite houses. The one related to the Storm Tide is this: The Storm Tribe Flood As the Lunar Empire advanced south through Tarsh and then into Sartar, many of the Storm Tribe folk fled their homes leaving hearth and clan behind. Many have come to Nochet with their strange and often barbaric ways and customs. They have crowded into Sarli particularly and taken over many privileges from old families, or even married into some houses! What did your House do when the Storm Tribe flood came? o 1. We opened our homes and hearths to the refugees from the north. {House residing in Sarli} o 2. We welcomed the refugees into the city as long as they stayed in Sarli or outside in Rivertown. {Delaeos, Hulta} o 3. We waited to see if Ernalda blessed the refugees. o 4. We opposed the entry of the refugees into the city. {House residing in Sarli, Evaeo} Answers: 1. Your House tried to absorb and adopt the newcomers, but was overwhelmed and socially bankrupted by the influx of refugees, and in many cases married into the newly arrived Orlanthi clan with their foreign and warlike ways. You were forced to find a new patron: choose between Houses Delaeos, Delainaeo, Hulta, or Oranaeo, or the Temple of Grace. Reduce your Communication Resource to 1. Add 1 check to the Generous, Hospitable, and Proud Virtues. Optional: complete the Sartar Clan Questionnaire to determine the background of the clan you ‘adopted’. 2. Your efforts were rewarded. Add 1 to your Communication Resource and 1 check to the Ambitious and Generous Virtues. You have gained one of the Sarli clans as your own client hall. Name the clan and add the ability Patron of Clan {X}. 3. You carefully waited, but have yet to see benefit from your actions. Add 1 check to the Traditional, Miserly, and Cautious Virtues. 4. Your strategy failed and you lost an old privilege to the newcomers. If you lived in Sarli, you have been forced to move to either Tershis or Kalava. Add 1 check to the Miserly and Vengeful Virtues. You have a particular hatred of one of the Sarli clans who is now your enemy. Name the clan and add the flaw: Hate Clan {X}.
  7. jajagappa

    Shields

    And Brighteye also appears in the story "The Death of Jannisor" in the same collection. "Where Brighteye glared, grim-faced men fell and begged for mercy or red comets vanished as if mere illusions. Where Jannisor's Spear of Hope struck, the defenders were daunted and fell back. Where the daemon, Karash'arll, walked magic vanished and death spread. Before these weapons and the pikes of Dara Happa, the Lunars broke and fled. It was not long before the next wave came. Now red-faced brothers and sons of the Emperor walked forward, sickles and scimitars glowing with the power of their magic. The elvish arrows bounced off their magic shields, falling harmlessly to the earth far below. Jannisor ordered the nomads forward in a furious assault followed by the solid phalanxes of pikemen. Honed to perfection, though, the moon sons proved deadly foes. Each move by a moon son brought down many of Jannisor's allies. So Jannisor advanced. Brighteye's glare broke the lesser sons. The Sable Folk, led now by their queen, proved immune to the madness the moon sons sought to invoke and they brought down many of their foes. In the center of the fray, Jannisor met the five greatest of moon sons. He danced with them, circling first one way and then another. They met and parted and met again. They dropped when he rose and he rose when they dropped. Jannisor spun upon his heels and with each spin he struck with his spear. First one moon son and then another fell until all five lay dead. Jannisor repeated his dance with another group and another. Under the hero's deadly thrusts, the defenders fell back and Jannisor's army surged ahead."
  8. jajagappa

    Shields

    Nope, wrong about that. I did write a story. It's in the collection here: https://oliverbernuetz.neocities.org/mything/Mything links.pdf in the story "The Belly of a Fish: a Jannisor Tale". But that's just one story, and I'd probably write a different one now.
  9. jajagappa

    Shields

    Aside from what was in the Redline History of the Lunar Empire (now in the Sourcebook) and one other old WF article (which I think was reprinted in Wyrms Footprints), the only other Jannisor material printed is what I wrote up in my NLG issues (or maybe one or two items which I posted on the old Glorantha Daily forum). There's some additional stuff that I never got published but I don't recall that I ever wrote a story on how Jannisor acquired/obtained Brighteye. I am inclined to think it was either a Hill of Gold quest or a quest to the Heavenly City - more likely the latter as it fits with Jannisor's assault upon Glamour (a "Heavenly" City on Earth). Also, found that the original WF picture is online on the old Glorantha site here: http://www.glorantha.com/forums/topic/proto-grotaron-sighting/ The shield in the original has 12 points around the central eye.
  10. jajagappa

    Shields

    It originates with an earlier version of the vase painting design that was done in WF11. I don't recall the artist and don't have it handy at the moment. But it's been a very longstanding design.
  11. jajagappa

    Shields

    Might be a fragment/aspect of Yelmalio or Polaris or some other star for all we know (probably not Yelm given Jannisor's barbarian heritage, but the DH did rally to him and I think Brighteye would have been a factor there).
  12. jajagappa

    Hazia?

    Permanent discorporation.
  13. jajagappa

    Shields

    When set in the context of the other shields, somehow it struck me how dangerous they could be. But this is Glorantha, so clearly there must be advantages (or aspects that counter the danger). They probably need to be made of enchanted tin or gold - the metals of the sky - and the enchantments provide strengthening to keep the points hard and straight. Binding a star daimon into is also likely as their radiance will drive back trolls bearing maces. The pointed edges may well act as swordbreakers, which would be their advantage vs. storm barbarians.
  14. In the Eleven Lights, there are a number of "monsters" which are given sets of abilities described as: Significant, Exceptional, and Legendary. The book does not describe how to utilize these, nor are such described or defined in HeroQuest Glorantha or SKoH. Are these derived from an older version of HQ? And how are they perceived as played? Do Significant Abilities map to Hard, Exceptional to Very Hard, and Legendary as Nearly Impossible? Or used in some other way?
  15. There's another example in the Eleven Lights book, specifically the Red Sword of Cinsin (p.118) with the following: Runes Air 11W Fight without wielder + 2 Cut through anything +1 Wounds never heal + 2 Other Keyword: Proud 13 There's no rating given for the Sword itself, though perhaps it is implied with either the Rune or the Keyword. But I think it gives you another approach you can use to such an object.
  16. jajagappa

    Shields

    The one thing that comes to mind with the star shields is under attack by axes or maces, those points could be readily bent back into dangerous forms to the wielder. Nothing quite like driving someone's nice point edged shield up into their neck. You'd need some extra strong enchantments on those to keep the form.
  17. Generally I think of it as some sort of awakened spirit. However, it can simply be that object in which case the "species" can just be a distinguishing feature of that object (e.g. Eversharp Axe, Resilient Helm, Bright Shiny Ring). Examples that my HQG players have created: Companion: The Last Tear – Magical spear, the last tear shed by the Sky Tribe after laying waste to the area now known as the Starfire Ridge (they were killing their kin) Star Daimon (takes the shape –only – of a person the wielder has lost, in Aren’s case, his wife) 4W Still point in the midst of the Storm 17 Burn with a cold fire 17 Companion: Magic Lead Spoon (Intelligent Item) – “The Heckling Spoon” Magical Spoon 16 (non-human companion “species”) (The Heckling Spoon is one heck of an instrument for making music, and also one terrific spoon for eating and digging!) Gloomy 15 (distinguishing characteristic) (The Heckling Spoon has a personality like Eeyore and Marvin the Paranoid Android; it likes to play sad songs and make comments about the futility of everything; Hendrick uses the Heckling Spoon as the straight man in his comedic performances and to play tragic parts in his stories) Darkness 18 (The Heckling Spoon is made of lead and has the Darkness rune carved in its bowl; it creates magical darkness and demoralizing magics) Companion: Drunbrahn, Father's Magic Sword Cool Headed Advisor 17 [note: generally acted as an ancestral spirit in the sword] Cold Cutting Wind 13 Binding Wind 13 Companion: Intelligent 2-Handed Warhammer Ability: Ignite Fuel 4W Personality: Hot Tempered 17 Species: Fire Daimon 17
  18. Given that it took 30 years to get the first Sartar campaign out the door, and we've never had a Sartar campaign in RQ, I certainly don't have issue with that setting. So not my grumble either. But with those out the door, an opportunity to expand into some new Glorantha settings will be good.
  19. jajagappa

    Shields

    Yep, I think you've captured it!
  20. Given the close compatibility between RQG and RQ2, if you need chaotic cults off the bat, just pick up the RQ Classic Cults of Terror. New players will want to know who they can join and having an array of cults that cover a wide range of options (and Runes) will be very useful. The state of my Cults of Prax book vs. that of Cults of Terror, shows very clearly that it was the former that was heavily used by myself and my players.
  21. Not at all! The story of Nochet's name origin has been known for awhile.
  22. jajagappa

    Shields

    Certainly! Of course, it doesn't matter if the Lunars are around or not - he's at least admired by them as a worthy foe, and in some places considered a hero too, particularly Vanch and parts of Kostaddi (Binder of Chaos if nothing else), and there's likely even statues of him in Lunar cities! [Think of him on the order of Hannibal to the Romans.]
  23. I always had my players add previous experience.
  24. jajagappa

    Shields

    True, but you wouldn't want Brighteye blinding everyone it comes in contact with. This is a solar spirit after all. ;-)
  25. jajagappa

    Shields

    You need the actual eye though. It should be a nice radiant eye that can open to blind the foes. (Or maybe that's your next step?) I think it might be 10, which would be the right mythological significance. Check out the vase painting on Guide p.338.
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