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jajagappa

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Everything posted by jajagappa

  1. There could well be, but on a smaller scale, or possibly due to city privileges (and them being outside the walls), they can only use (and never sell) within Meldektown. Now that might be a boon for the Capratis and du Turmerines for building, but it keeps the Aeolians from competing against Nochet-based Houses who have long-term privileges/rights. (In many ways, you can think of Houses acting like "guilds" - and some are effectively guilds - with long-term privileges granted by Queens of the past, and jealousy guarded.)
  2. Thinking about it after posting, I realized that any of the distinct stages of the myth could/would be distinct myths, too. E.g. there are myths of Ernalda and the Sandals of Innocence, Ernalda and the Fox, Ernalda and the Dwarf, Ernalda and the Goose-feather Cloak, Ernalda and the Keeper of Wisdom, Ernalda and Brighteye, etc. Initiates, of course, know the distinct myths and the implications of the myths, and can fill in the "blanks" that are glossed over in the larger festival ritual. Ernalda's departure from the Camp of Innocence implies the end of Innocence (of some form or another) during the Green Age. She discovers, or others point out, her nakedness so barters with the birds for a feathered cloak (somewhat similar to the tale of Orane and the Necklace of Enlivenment). Ernalda must undertake burdensome tasks in the Camp of Introspection under the domination of her own mother. I always think of the White God (the white-bearded Measurer) of the north as a rather cold, heartless figure (and conniving, in some capacity) bound by his measures of wisdom. He gets crushed later when Umath falls, but clearly Ernalda finds a way to best him. And at the end, Ernalda is the one who invites or welcomes in Yelm rather than having Yelm imposed by others. Perhaps it is the fulfillment of another bargain, or perhaps there is more to the story...
  3. For a new Nochet piece I'm working on, I got to wondering what was going on in Nochet at the time of the Dragonrise? For reference, the Dragonrise occurs on Clayday, Harmonyweek, Earthseason in 1625. Being Clayday, it's obviously a weekly minor holy day for Ernalda (Earth Goddesses, p.18: "Every Clayday is a holy day for Ernalda"). Every Harmonyweek is also a holy week for Uleria. In my prior Nochet material, I made this day one of the Festival days for the Ritual of Grace (Nochet: Queen of Cities, p.247), a festival associated with the Grace Temple. As I noted there: "The Ritual of Grace marks Ernalda’s great blessing in Harmony week of Earthseason. Ernalda forgives one designated deity as determined by the Seers." Grace is about blessing and forgiveness, so always felt appropriate for the date. But what was in progress when the Dragonrise occurred? For that I needed a myth. Conveniently, Chaosium's Mythology book is now available in its Cults of RuneQuest series to help envision one. The myth feels like it belongs somewhere near the intersection of the Green Age and the Golden Age, so I went with the Golden Age map. The events of the Broken Ring rising in the night sky represent a progression, and that idea of progression resonated, so the myth is that of a progression by Ernalda to visit the world. The points in the world that stood out for a progression were the Camps at the four cardinal points, with a return to the center. So, here's my first cut at Ernalda's Pilgrimage of Grace. The Myth of Ernalda's Pilgrimage of Grace In the God Time – some might say it was still the Green Age, others that it was the Golden Age – Ernalda stepped out of Gata’s Womb with the thought to bring gifts of the Heart of the World to all the corners of the world and to bring back gifts from those places to the Heart so that all might share in the world’s bounty. From the Great Garden, Ernalda chose what she found most pleasant or useful, and then set out upon her task. Ernalda went south first for the land was verdant and rich and her uncle Pamalt dwelt there. She greeted Pamalt and gave him a necklace of colorful stones and then came to the Red Camp of Innocence. Imarja was there, and the two exchanged gifts, each a gift of innocent joy. As Ernalda departed, she was met by the Delegation of the Birds. They gave her the Cloak of All Feathers, but made her swear to bring it to the Black Camp for inspection. As Ernalda continued her journey, she was met by either a Dwarf or a Fox[1] who wished for her cloak. Ernalda offered other gifts, but they were most insistent. Ernalda found Another Way, though, and completed her journey. Ernalda went west then towards the place where the land was shrouded and the Luatha dwelt there, and she came to the Black Camp of Introspection. Her mother was there, too, and Ernalda greeted Asrelia and the two exchanged gifts. Ernalda gave up the Cloak of Feathers, but Asrelia found it flawed for certain feathers were missing, damaged, or bent. Asrelia gave Ernalda the Sack of Curse-stones which had gathered at the Black Camp, and made her swear to bring it to the White Camp for cleansing. As Ernalda departed the Black Camp, her aunt, Ty Kora Tek, met her and gave her a further burden. Two pails she had – one with milk and one with blood – and she tasked Ernalda to carry both to the White Camp, too, without spilling a drop. Along her journey, Ernalda was confronted by Lodril who wished that she would experience his Fire. Ernalda was in a hurry, though, bearing heavy burdens. Lodril offered to bear the burdens instead, and was most insistent, even shaking the Earth so the drops spilled from the pails of milk and blood. But Ernalda found Another Way, luring Lodril into a cave and sealing it with one of the Curse-stones she carried. Ernalda then continued north to the place where the land was white and bright where the Altinae dwelt, and she came to the White Camp of Wisdom. Chalana Arroy was there, and the two greeted each other and exchanged gifts. Ernalda gave up the Sack of Curse-stones. The White-bearded Measurer claimed it was short of stones, but Chalana Arroy accepted it anyway as well as the pails of milk and blood. Chalana Arroy gave Ernalda the Cup of Life to bring to the Heart of the World, and the Measurer gave her a White Book filled with Wise Words for the Yellow Camp. Ernalda departed the White Camp and continued on her journey. She reached a place where two Dragons sat, each upon a hill: one Dark, one Light. They each demanded that she stop and dwell with them and pour the blessings of the Cup of Life upon their chosen hill. But Ernalda found Another Way. Taking two pages from the White Book, she satiated each dragon with a Word of Wisdom, and completed her journey. Ernalda finally went east to the place where the land was radiant with promise. The god Harono sat there above the Earth and bathed in pale light. Ernalda greeted Harono and the two exchanged gifts. Ernalda gave up the White Book of Wise Words, but Harono found it flawed for Two Wise Words were missing. Harono asked for the Cup of Life, too, but Ernalda refused to give that for she was bound to bring that to the Heart of the World. Ernalda offered another gift instead – a place for the Light at the center of the world within Ernalda’s Garden. Harono accepted this offer and gave Ernalda the Orb of Bright Joy to bear with her, wrapped in a Mantle of Light. Ernalda then took the Orb of Bright Joy and carried it back to the Heart of the World. She poured out the Cup of Life there and the Garden was enlivened. She placed the Orb of Bright Joy above the Garden and its radiance brought forth Flowers, revealed hidden Jewels, and warmed the world with Grace. Ernalda was not finished, though. She reached into her pocket then, and took out a feather, a curse-stone, a wise word, and a thread from the Mantle of Light. These were treasures she saved from her journey. She made gifts of these to those she had met – blessings to hand down in time to others. And as she contemplated her journey from Innocence to Introspection, from Wisdom to Enlightenment, and her return to the Heart, it was in her own heart to also offer forgiveness to one of the deities who barred her path. She did so, though she never told anyone which one she forgave. Ernalda blessed the worlds then and sent her blessings out from the Heart of the World to the four corners and the four Camps, and the world was filled with Ernalda’s Grace. [copyright 2024 - Harald Smith] [1] The myth varies, but popular retellings usually say it was the Fox.
  4. Bricks are made in Kalava district, too - that's where all the kilns are and the smoky haze in that area is constant. (Now Nochet has a lot of stone which is constantly reused in buildings, but a lot of recent buildings are undoubtedly made of brick and then painted over, but more likely to collapse.) There are likely some kilns in Meldektown, but privileges largely go to those in the city not outside. What is outside in Meldektown are the clay pits. The folk of Meldektown cut the clay and bring it into the city for use in the kilns there. Esrolia has a lot of stone quarries and the like, too, so I expect arrow heads and the like may well be from flint quarries scattered about. But you can find most anything in Nochet if there's a market to sell it. Yes, buildings are pretty similar across Esrolia, Sartar, Heortland, and even New Pavis. (Recommend getting Martin Helsdon's Temples and Towers as that shows standard house layouts and forms, and variations across the region. One particular difference is in roof slope - New Pavis is flat, Esrolia a moderate angle, Sartar and Heortland steeper to shed rain and snow.
  5. Somehow??? Maybe because it is modeled on it! 😉 River of Cradles is pretty much a straight-flowing Grand Canyon if you consider the elevations on each side. Condor Crags are the towering spikes of Bryce Canyon. etc. Certainly there is room somewhere for cliff palaces, even if not previously noted. Plateau of Statues or Tunneled Hills would work. Maybe even some near the Painted Wall or the Sleeping City Hills if you want closer to or within Prax.
  6. Sounds like Yara Aranis, Terror and Eater of Horses! 😉
  7. A lot of good advice by others above. Sketchy GM notes are as good a place to start as any, particularly if you've run the scenario yourself. If you have run it, add to your notes about what worked, what didn't, and where the PC's branched off. Then build on those points. For examples, look at the scenarios in the Starter Set, the old Borderlands set, some of the Sandheart scenarios, or those by Beer with Teeth. All are good basic adventures with well-structured content. I'd focus on fleshing out the writing/content first, as well as sketches for any maps or diagrams needed (you'll need to describe those, so best to have the correct picture at hand to work from). If your scenario is in a village, get that sketched out, marked up, and then add the notes about each place so that you can detail scenes at relevant sites subsequently and stay consistent. Writeup a short, one paragraph summary of what you think the scenario is about. Once you get it written, you'll likely revise it, but it may help to keep you focused and not go off on too many tangents while writing. Have an idea as to when the scenario occurs (particular day, week, or season, if relevant), whether aspects of the setting are relevant (e.g. weather), and note those down. If they don't matter, note that too as you want to provide a short paragraph to the GM on those details. Describe your expected scenes - the primary points of interest. Bullet points are good starting points, but need to be expanded into text. Also think about transitions between scenes. Bullet point those as well - why would the PC's go from point A to point B? What if they go to point C instead? Does it work if they go off on another tangent (e.g. clues to lead them back if they go astray)? I prefer to be aware of spelling and grammar as I write, so always have spell-check and grammar-check on. Once you've gotten the basic writing down, you'll want to edit with an eye towards organization so that the GM doesn't have to hop back-and-forth to figure out what's what. (If you want to see a bad example, try reading through the Smoking Ruins scenario - the scenario is good, the organization is challenging at best.) Use the Jonstown Compendium Creator's Circle group on FB (if you don't mind being on FB): Jonstown Compendium Creators Circle | Facebook You can find folks there who will read drafts, suggest edits, etc. - all valuable in putting together a good, well-edited work. Speaking from experience, regional sourcebooks are not trivial and require a substantial time commitment. If you're thinking 1-2 years, you're on the right timescale. If you have a particular place in mind, ask here or in the Jonstown Compendium FB group noted above. If you want to put together a small, usable sourcebook, I'd recommend works in line with Dregs of Clearwine or Cups of Clearwine. Small, focused pieces centered on a group of NPC's in a place the PC's are likely to visit. Caravanserai is another example of thinking about a specific place (though easily movable).
  8. Nice to see some content for Pamaltela! Minor note: I did spot a misspelling of Simon Bray's name in the drivethru content preview (p.1).
  9. I don't think there ever was any blood sacrifices in Heortland. There are certainly wagoneers, carters, porters, and drovers with any merchant caravan. Wagoneers and carters in many places will be Lokarnos worshipers. Porters might be Lodrili, Orlanthi, or others. Drovers might well be Orlanthi. The merchants will be Issaries as they have the skill in communication and creating neutral market grounds. And the merchants will also likely have Lhankor Mhy scribes with them. In the cities, the Issaries merchants run the markets. Shopkeepers and the like will be crafters and worship deities such as Ernalda, Gustbran, etc. There's no state per se, so this is not a tax-based economy. There will be a % of crops and animals that are given in tribute to the temples and clans, and then some of that used and some stored. The Aeolians aren't a ruling class - they tend to be concentrated in the Esvular cities and towns down south. So Heortlings would not be sending tribute to them, but to the temples and clan chiefs. While Belintar ruled, some percent of tribute went to Belintar's Governor, but primarily through the temples.
  10. A royal tribute placed on cider and cider brewing was a big factor in my old Imther campaign (following the Imther civil war, so decidedly unpopular).
  11. I'm not sure that "individualist" is the right way to describe it. Etyries is a tributary arm of the Lunar Empire - she offers no "neutral grounds", unlike Issaries, and likely controls particular monopolies for which the empire gets its cut.
  12. Emanations are simply gods (not saints or ascended masters). Think of it this way: the Invisible God created the world and then produced the emanations as more specific forms, closer to the material world. These are the gods, particularly the Lightbringers but also the Sun, the Earth, and other deities. These Truths of the Invisible God were revealed first to the prophet Malkion, and later to the prophet Aeol (who might or might not be Orlanth or an avatar of Orlanth). Subsequently, the Aeolians worship both the gods (according to their caste) and the Invisible God (through the intercession of the wizard-priests). The Aeolians are blessed by both the Invisible God and the emanations. The saints/ascended masters don't really play a part in Aeolian tradition - they have the emanations/gods, so no need for such aside from the prophets. The Aeolians are not a missionary group, but as noted elsewhere are an endogamous group (much like the Druze or Yezidis) - they maintain their cultural traditions but do not spread their traditions to others. As both they and the Heortlings honor the same set of gods (e.g. Orlanth, Lightbringers), they can clearly interact tolerably with each other. Issaries as one of the Lightbringers is one of the emanations they worship, and merchants among the Aeolians will worship him as well as the Invisible God. Yes, presume fairly constant; and as above they do not marry out.
  13. Yes. None. I think Jeff noted recently in an article on the Holy Country that Belintar created the Marcher Forts to help keep Praxian raiders at bay.
  14. As previously noted, the place to check is the Upcoming Glorantha publications thread. It's past editing which means it is likely up to art commissioning and delivery. It's not in layout yet (and you can see which works are), and until it's in layout we will not know a projected release date. But it is reasonably high in the queue (and it's a large queue).
  15. I did start my Kimonssaga, but got busy with JC works... 🙂 (Kimon is a son of Queen Hendira, but aids Samastina escaping Nochet and later goes through initiation into adulthood - and which I envisioned as tied into the ending of the Great Winter.)
  16. As Martin notes, the Demivierge is the high priestess of Delaina, goddess of Wisdom, Music, and Heroes (the last in a tutelary capacity - i.e. NO spells or knowledge granted directly; you become a hero through the wisdom of lived experience). You'll find a couple of my myths about Delaina in Nochet: Queen of Cities. The Demivierge is definitely about lived experience, though often turned towards hedonism. It is the nature of the Earth goddesses to explore such experience though and you might think of the Demivierge embodying the Earth goddesses of the Green Age. I would not preclude the possibility that the Demivierge has been pregnant and given birth, and then restored her virginity ritually (perhaps by returning to the Green Age of Innocence). (Also worth bearing in mind that while you will find the Six Sisters - Ernalda, Esrola, Maran, Orana, Delaeo, and Delaina - in Esrolian myths and stories, the nature of Esrolian myth also suggests that these are simply six faces/parts of Asrelia or Ernalda just as the progression of Asrelia/Ernalda/Voria is but part of the same experience too.)
  17. Yes, it's called Newspring (as in a spring of water, not the season). "Previously called Whitespring, the Pure Water clan renamed the town after a new spring opened in a nearby fissure after the Great Winter and the clan was blessed by its healing powers." Note the village just to the right of the base/south end of your arrow. It is called Greenwood, probably a good choice. "Greenwood is noted for its eponymous woods which remain green year-round, and for a nearby copper mine." It's in the Smoking Ruins book: "The Grove of Green Rock".
  18. Therefore you have an argument that Kargan Tor and is in fact the first Power for without that division, there would only be the One or the Infinite .
  19. I think better to see him as the God of Separation, Competition, and Conflict. His home is the Court of Conflict. His Rune/sword divides and separates things. The sorcerous techniques are a useful principle to look at in his (and perhaps Uleria's) case: there you have the Separate technique (and its opposite Combine). At the center of the Separate technique "rune" is the Rune of Kargan Tor. Without Kargan Tor you cannot divide one thing from another: the distillation of Water from Darkness, the separation of Earth from Water, even the creation of opposite Powers all arise from Kargan Tor. Where Uleria brings together and combines and unifies, Kargan Tor separates and divides. The separation of one thing from another, often as opposites, also creates competition and conflict, so Kargan Tor comes to be the power that drives those as well. The ultimate separation is Death - and that is something of an endpoint for Kargan Tor as well, and the emergence of Humakt who could wield Death and also inherit the other capacities of Kargan Tor.
  20. Revised and expanded version of Nochet: Adventurer's Guide is now available! This version adds 30+ pages devoted to a full Character Background generation! Discover whether your grandparents met (or perhaps even sailed with!) Dormal. Learn whether your parents were at the Building Wall Battle (and whether they survived that). Find out how your character got through the Great Winter, what befell them during the Siege of Nochet, and whether they've ended up with a hated rival or a friendly mentor. If you've already acquired the Adventurer's Guide, you'll find the updated version waiting in your Library on DriveThruRPG. And if you haven't picked it up yet, now's the time! Get it here: Nochet: Adventurer's Guide (And many thanks to those who helped playtest and proof the character background content!)
  21. While we know they are all fathered by Fralar, we only know the mother of Yinkin so unclear how close the others are.
  22. Are you including lions, etc, in your query? If so, we know Basmol (aka Pendal, Durbaddath, and probably a few other names). At various times (though I think non-canonical), there have been various children of Yinkin: Gavren, Murni, and a couple others. My Hearthmother goddess in Imther favors 'domestic' cats, not necessarily the alynx of Yinkin (I had one cat spirit named Mooraw in the past there). And in Katrin Dirim's artwork we get Moon Cat. 🙂
  23. Harrek, Argrath, and Broyan, though, yes, Harrek was the exception to counter the Lunar's solar magic and Greymane's betrayal. Also consider that for 300 years, Belintar was effectively the Husband-Protector, hence the flexibility displayed at the Building Wall battle. But there until the Lunar military ventures and Greymane's great raids, there hasn't been a strong need for military activity in a long time. The Demivierge has cast her lot with the Warlord of Porthomeka as her champion; Samastina has used Broyan and Argrath, but with Broyan dead and Argrath off to Pavis, she has need of a new champion....
  24. jajagappa

    Four legs

    Depends on the animal/mount. A year or so ago we had a deer regularly passing through our yard with a clearly broken/useless forefoot. It generally limped through on three legs, but could still jump when needed. Definitely a slower pace but still got around. Perhaps with more active, larger predators than the local coyotes it would have been killed.
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