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jajagappa

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Everything posted by jajagappa

  1. Yes, these are intended to be the local names familiar through Saird and the Lunar Provinces. Part of a Saird book for HQG that's in development (and largely on hold until I get done with material on Nochet). Here are some of them. Bear in mind that these were built out post-Guide in discussion with Jeff, but have not gone through any further editing. White Rock Temple (Sun Dome) This is one of the Sun Dome Temples of the Yelmalio cult and it sits at a key site along the Daughter’s Road. Many consider this to be the greatest of the existing Yelmalion temples, and it certainly dominates the land south of the Jader and east of the Oslir, particularly along the Daughter’s Road which the Templars help guard. Nearby is the famed White Rock and below it, the great Salt Quarry where the Sun of the Son defeated and burned away a fearsome water god that advanced against the Empire of the Sun. The temple bustles with activity, preparing for the trials their Count Yugathus and the Sun Lord Herkanthos see coming in the days and years ahead. The Queen of White Rock is chosen by the Count from three candidates selected by the Queen of Holay from within the Bell Temple. The candidates bear the Three Sacred Fruits to the ceremony. Whichever is chosen by the Count, her fruit is blessed within the surrounding lands until her passing. True Sky Sun Dome This Yelmalio Sun Dome temple in the hills between Little Cafol and Thubana defends Sylila from the Orlanthi barbarians. The cult supplies the satrap with disciplined pikemen. The Count of this Sun Dome cannot be married, and must sever his bonds with his wife if he is married upon his ascension. The Counts must maintain a ritual purity ever after, aided by a Priest of Enverinus who represents the lost power of Fire. Zalan’s Sun Dome The farmlands between the Zalador Hills and the Oslir River are defended against trolls, bandits, and raiders by this Sun Dome Temple. It fiercely defends its independence, until the right price comes along, at which point the inhabitants of military age become dedicated mercenaries. When an old Count dies, a new Count is chosen from the unmarried leaders and he departs for Filichet at the end of his first Seaseason. There, the Queen of Filichet selects a Queen for the new Count and the two are married within the Bell Temple on the first day of Fireseason. The path taken upon their return to Zalan’s Dome is marked by beautiful sunflowers which rise in their wake. Peralam and the Hill of Gold The small city called Peralam sits just north of the Daughter’s Second Road near the Hill of Gold, and it is the most important place of pilgrimage for the cult of Yelmalio. It was here that Yelmalio was sorely wounded by another god, lost his weapons, and bled his power upon the earth before he rose again in Cold Light. The Glacier stopped right at the Hill of Gold, held off by Yelmalio’s blinding and unwavering light. No physical structure exists on the top of hill, although many temples can be found in the nearby city which prospers from the visiting pilgrims. Normal folk stay away from the lurking shadows, the chilling air, the gusty winds, and hard-eyed warriors that haunt the great hill itself. Herganor was the priest of Antirius who came to bring justice to Vanch after Mahzanelm's death. Herganor went to the Hill of Gold and on that way met a Tunoraling. This was Ronoran, Chief of Bikhy, and Ronoran revealed the mask of Tunoral called Kemel the Dutiful. This revelation sparked Herganor to build a temple of Antirius in Vanch in which Kemel could serve. This temple was named Peralam and was fashioned in the shape of a dome, but not set upon a square, and its compound was walled without gates and had steps to go up to enter. Now this temple supports Yelmalio, but still Kemel the Dutiful serves there, forever following his lord. This is the closest Yelmalio temple to the Hill of Gold though other deities are worshipped here as well such as Antirius and Heliakal, the latter called the Doomed by the Vanchites. East of the Hill of Gold towards Bikhy are the Darkcrow Woods. Here Tunoral and Khelmal met after their retreat from the Hill of Gold where Heliakal fell. Here the two quarreled over the remains of Heliakal. From here, Khelmal went east towards the mountains carrying the Torch and the Shield. From here, Tunoral went south into Raccoon’s Deep carrying the Mantle and the Eyes. As to the question of who won the quarrel, this is still debated by Vanchites and Imtherians. These woods are dark and brooding. The sounds of crows sporadically interrupt the otherwise ominous silence. And there is always a feeling of being watched. Outlaws and criminals gather here, hiding from those who seek them.
  2. Btw, these are the names that Jeff and I identified as associated with a number of the Great Temples: 1. Peralam (Vanch, near the Hill of Gold) 2. White Rock (Holay, beside the Daughter’s Road) 3. Domanand (Saird, within Mirin’s Cross) 4. Vanntar (Sartar) 5. True Sky (Sylila, at Little Cafol) 6. Kareiston’s Temple (Imther, in the Laramite Hills) 7. Last Light (?) (Lakrene, in Linstingland) 8. Zalan’s Dome (Holay, in the Zalador Hills) 9. Cold Sun (Aggar, in Orenair near Burnt Hill) 10. Crystal Point (Aggar, Upper Forantin River near Diamond Hills) 11. Ever-Victorious Glory (Tarsh) 12. Goldedge (Tarsh) I have some writeups for those that are situated within greater Saird.
  3. These two examples of old college yearbooks are available as Google eBooks and provide a lot of interesting examples (not to mention pictures) of clubs, fraternities, sports, and other activities (e.g. dramatic productions, band, glee club) that would engage some of a student's time in a college setting. From University of Chicago 1920 (has some nice descriptions of the purposes of various clubs starting around pg.282): https://books.google.com/books?id=XDU6AQAAMAAJ From University of the South 1925 (partial preview only): https://books.google.com/books?id=OWkJAwAAQBAJ I'm sure other examples can be found as well.
  4. Yes, agree, particularly where it's an extended heroquest.
  5. You 'know' because it's the point in the myth/story where the hero So-and-So won their great victory and brought back a great reward. This is what your hero has prepared for and expects to happen. Now, is it possible to get it wrong? Definitely! And this may be because of HeroQuest Surprises or changes in the Gods World due to chaotic influences or Lunar heroquesters or something else. There's some useful additional text in SKoH that's not included in HQG. "Before the quest starts the challenger must declare the ability he will stake, and prepare the invocation ahead of time. At the moment of the heroquest challenge, the hero must pay 1 Hero Point and name the ability that he declared before the quest. His opponent (another heroquester) does the same, (although as a Narrator entity, the opponent obviously does not have to pay a hero point). Each risks a portion of his very being in the challenge by wagering his entire rating in that ability, which can be anything on his character sheet with its own rating. The actual stake of the challenge is equal to the lower rating of either the ability wagered by the hero or the resistance rating of the contest. The hero must face the Heroquest Challenge alone, without aid even from the companions who accompanied him on the quest. If he has not called upon the community wyter, he can still use it here. The two opponents face each other in an Extended Contest using the abilities wagered." This helps emphasize the fact that the person who is performing the HeroQuest Challenge is making the decision of when/where to perform it based on their instinct as to when the time is right. As a GM I would go with that decision - and the results should reflect that, including the possible realization that they made the decision too early or too late.
  6. Responses so far. By Martin Hawley: By Charles Corrigan: By Herve Carteau: By myself:
  7. This question was raised on the G+ forum but I thought worthwhile to add in here for future reference.
  8. Ordered Keepers/Investigators Guides and Petersen Guide on April 7. Got shipping notice on May 27. Books arrived late on June 2 (I'm in Mass.). Well packed, (box in box with lots of cardboard corners) all arrived in excellent condition.
  9. In my Orlmarth campaign, the PC's never saw Joseph's fetch, though it guarded over their and Joseph's bodies while Joseph led the discorporate party into the Spirit World. Joseph had no attendant spirits at that point, though, as they had been destroyed saving Joseph from an attack by the Lunar witch Oheha. I'm thinking, though, that by the time the PC's encounter him again, that Joseph will have gathered new ones such as Slim and Pidgeon and Slippery Sam to help him!
  10. jajagappa

    Spirits

    I'd say 'It depends'! I think it really comes down to whatever makes MGF in the context of the game you're running. In my old Imther campaign, each clan had specific seasonal spirits which they honored. These were not static and unmutable, but depended on the needs of the community. It was not uncommon for a community to shift their spirits, much like they might change who's on the clan ring. And many spirits became unhappy with such choices as when the Woman of the Long Reeds was offended and cursed a village with disease. These spirits were often associated with specific locations, had relationships with other nearby spirits, etc. In my current Orlmarth campaign, my PC's ventured into the Spirit World and encountered the Assembly of Small Spirits - many spirits that once inhabited a small grove in the material world, but had been lost and forgotten. Though they all honored Little Rock, their ostensible leader, they were typically quarrelsome, jealous, or envious - petty in their demands and needs. Yet in other places, the spirits were well-ordered and well-behaved.
  11. Yes, there are some ducks in Nochet. There's a clan (or family) of Ducks who live at the Palace of Desaranis. They are prominent among the merchants of Imarja's Plaza and have some protection there. There are more in the Marshes south of the city than in the city itself though. From the Index: "The Eye Ring clan of Ducks arrived here shortly after Starbrow’s Rebellion and the start of the first Duck Hunt. They and their newtling allies have nestled in near the edges of the Marshes." Many aid Stumptail, the "Talar" of Baurvo Sump on Duckprint Isle, "a horribly scarred and disfigured newtling who hates all Lunars with a burning passion."
  12. jajagappa

    Painters

    Now that I like! Hmm, seems like that has to work into a good mythic story. Perhaps they were a gift to Ernalda when she went to Yelm sent by Genert (or similar). She set them to their task of carving the Garden walls so that the stone walls reflected the beauty of the life within. Of course, the Storm gods (and others) eventually broke the walls after Yelm fell, but there are still some gargoyles who know, or remember, or perhaps quest for such skill. Or perhaps there are Earth priestesses, particularly in Esrolia, who know the myth and know how to quest to the Garden, with a lifeless statue in hand, and imbue the statue with the powers of a living gargoyle. Of course, they are then set to work carving great works in places like Ezel or the Necropolis or the Sacred City within Nochet.
  13. jajagappa

    Painters

    I suspect the Gargoyles will object, probably to the detriment of the carver. :-)
  14. Before venturing down to Nochet, I was working on material for Saird and the Lunar provinces. This is what I sketched out for exports/tribute and imports by province. Region Major Exports (including Tribute) Major Imports Holay (excluding Saird) Cider, Fruit (dried), Herbs, Maize, Salt, Slaves (Balazarings), Wheat, Wine Bronze, Cloth, Copper, Horses, Marble, Metalwork, Stone Imther Bronze, Cheese, Copper, Firewine, Furs, Marble, Stone, Wool Cloth, Metalwork, Pottery, Slaves, Spices, Weapons, Wine Saird Cloth, Dogs, Fish (salted), Maize, Metalwork, Pottery, Weapons, Wheat, Wine Bronze, Copper, Horses, Marble, Slaves, Stone, Vellum Sylila Cloth, Horses, Leather, Metalwork, Pottery, Vellum, Weapons, Wool Bronze, Copper, Marble, Slaves, Stone Vanch Artifacts, Gems, Herbs, Leather, Stone, Wool Cloth, Metalwork, Pottery, Spices, Weapons, Wine
  15. My original Imther campaign started with this theme. The King of Imther had imposed a tax on all cider to punish those who had opposed him. The players got involved unwittingly in a smuggling operation, and then got pulled into other shady deals. My Amber Fort campaign was also trade based - speculative venture by an Etyries merchant to make good on amber found along the Elf Sea. But while the merchant was busy working on that, my players came up with a scheme to cut and haul timber from the Elf Sea shores to Hortugarth and sell it there.
  16. Is this the beer-bringing dragon or the wind-bringing dragon? Given its Barntar, I favor the former - perhaps he releases Minlister from the belly of the dragon?
  17. jajagappa

    Painters

    Hwarin Dalthippa the Conquering Daughter in the Lunar Empire is certainly a patron and inspiration for artists as with the many statues, etc. that decorate and adorn Jillaro. The Esrolian heroes of the Silver Age were already noted, but certainly were inspired by the goddesses or gods there. While religious art is certainly important, there's clearly statues of important heroes, leaders, and military figures around. And decorative arts whether of Esrolian houses, Lunar pottery, carved chairs, jewelry, etc. could have any number of forms. Religious forms may be required by the temples, but I'm sure non-religious forms will be popular in daily life and trade.
  18. And there's also a lot of repetition and overlap, e.g. stories of Asrelia and Ernalda as Earthmothers, the stories of the battles of Umath with the Sun and Orlanth with the Emperor, the raids of Orlanth and Vingkot.
  19. There will be a number of Glorantha specific miniatures coming out eventually with Sandy Petersen's Gods War. You can see some examples here: Gods War miniature examples Also some examples at the Kraken facebook page: the Kraken (look for entries around April 8-19)
  20. My Orlmarth campaign set below the Starfire Ridges started with Sartar Kingdom of Heroes (good for establishing Orlmarth clan background) and Sartar Companion (fleshing out areas such as Clearwine, the Starfire Ridges, and Colymar Wilds. As corvantir suggested, I also draw on the Sartar Rising: Barbarian Adventures book and the Dragon Pass gazeteer book that came out with HW/HQ1. There's also background material that I draw on from old Wyrms Footprints, and I transposed a scenario from the old RQ3 Sun County book that fit well. I tend to put together a lot of background material for my players. As it's a PbF campaign, you can find online here: HQG Orlmarth background Feel free to borrow if it suits you.
  21. No long version to my knowledge. Rigsdal is presented as a subcult of Orlanth in SKoH p. 153. Truth is the noted rune. Expect that to be paired with Fire/Light for Polaris.
  22. Correct, there is no Hippodrome in Nochet.
  23. Given that HQG focuses on a quickstart approach to character creation, yes, it does gear you to making those three rune choices. On these points: 3. Yes, it definitely provides frames the magical focus/temperament. My players typically create/define abilities to fit with the runes. Sometimes those are the same as feats, sometimes not. I encourage them to be somewhat specific on these to align to how they view their characters. 1. and 2. There's really a lot of range here. In my current Nochet campaign, there are two PC's with dominant Earth Runes. One, Serenalda, is a hazia-befuddled seer and former low-life street hustler. Her Earth Rune primarily provides her with True Visions and a relationship with snakes. The other, Maranis, is a tumultuous Axe Maiden follower of Babeester Gor. She can track kinslayers, sense enemies nearby, and draw on the earth's power to wield a mighty axe. Neither is what you'd describe as having a "pragmatic" or "prudent" personality. Overall, use them as framing ideas and let your players run with them.
  24. I've been running one HQG campaign for almost 2 years, and a second for about 6 months. I've yet to see either of these occur based on use of Runes. What they have been generally driven by is the Distinguishing Characteristic and whatever Flaws that they decide on when creating their character. Whether these are in tune with their Runes and their Gods is a completely different story. Nor have these choices precluded character development. Do my players use the Runes as personality traits? Not often. Mostly they are the foundations of their magical affinities. Have my players changed Runes? Two have during game play and these were conscious and directed choices by them. One effectively transformed from a Yinkin to an Odayla initiate as a result (and since those gods are both aspects of the Hunter in Orlanthi culture and the PC was a Hunter this seemed totally reasonable) - the character went off into the Wilds to meditate upon this transformation. In the other case, the character increasingly showed affinity to the Darkness rune though they had the Storm rune. The player pursued this connection, even though the PC was initiated into Orlanth. After the change was affected, the next time that PC engaged in a contest, Orlanth's spirits of reprisal (flint slingers) appeared and their flints removed the PC's Storm rune related magic with their attacks. Entirely reasonable and fit the PC. Has there been any impact on sense of discovery/drama about who they are? Not in the least that I've seen. If anything it's been even better than what I saw over 10 years running RQ3 campaigns. I think the best thing is to simply treat the Runes and their 'personalities' as suggestions, not absolutes. There are many ways to look at Fire, Storm, etc. - players are quite good at figuring out how they want to interpret such. If a player interprets the Fire rune to mean their PC is volatile, angry, and explosive, that works for me. May not fit the dour and conservative Yelmalions, but I agree that does create dramatic tension.
  25. One challenge is how you'd approach this as a group, or if you would. It may be that sorcery is inherently an individual quest. The sorcerer confronts the Laws required to open the pathway through the Essence of the Runes and achieve their goal. It may be dream-like, or meditative with a focus on the targeted runes, or a ritualized 'ceremony' using rune sticks or rune stones, or something similar. One option to engage a group would be for the sorcerer to lead a ceremony that puts the group into a dream state, then he enters the same shared dream-state and leads them towards the goal. The tests may well challenge each within the group in different ways (could be Group Simple or Extended Group contests) and those who fail immediately wake from the dream-state. A good chance to apply a Flaw for whatever the failing was (Fear of X, etc.).
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