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jajagappa

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Everything posted by jajagappa

  1. Trolls, Oakfed, Daga, Gagarth are then likely choices (plus Chaos).
  2. You've already noted undead, and others have covered a few additional choices. Darkness - yes, whether trolls, hags, or other Darkness creatures, Darkness inhibits the life of the Earth (which generally prefers the Sun, the Storm, and the Fire within the Earth). Trolls will raid to eat. Some might attack to put the Earth to sleep or turn it to cold stone. Water - the Seas and Rivers invaded the Earth and continually tear apart the Earth. Sometimes by little bits when the rains wash away sediments, sometimes greatly when the seas tear away the shore. Naiads with their undines or merfolk allies are the most likely, but you could also envision sea monsters, rains of fish, etc. Violent deities like Oakfed or Gagarth, or dreaded deities like Daga or Valind. These are the bad sides of Fire and Storm that might destroy or tear apart the land, or shackle it with heat or cold.
  3. Suddenly the rats pause in their attack, sit up at attention or sniff the air, and then scurry away and quickly vanish....
  4. They are called "Wind Children" 😉
  5. And now, Nochet: Queen of Cities has gone Gold! 🎉 Thanks to all who have purchased to date!
  6. Using the more simplified Golden Age map from the Guide (p.681), this is the general outline of the mythic journey. I realized it has to start by heading southeast (in order to naturally form an Earth rune) and that it makes sense to meet Imarja there (at a point between Innocence and Enlightenment) both at the beginning and at the return. And at the return there is an interesting conjunction with the Imarja tale of the Three Houses from the Esrolia book and Ernalda's sacrifice of Imarja to gain the power of the Gods. (And by making such a sacrifice, there is a need to share the blessings and both give and gain forgiveness for the act. Likely a bit more playing around with the structure/form of the myth to incorporate those aspects, but the path makes sense.)
  7. The general reference I've used in the Nochet book for the event is the Festival of Grace (or sometimes the Ritual of Grace). That doesn't really fit for the myth itself, though, which is a journey - pilgrimage feeling like the closest type of journey (e.g. "A pilgrimage is a journey, often into an unknown or foreign place, where a person goes in search of new or expanded meaning about their self, others, nature, or a higher good through the experience.") Possibly could use Tour or Progress instead, but don't quite capture the same meaning.
  8. Posted my current reading over on FB, but figure can repeat here: Recently finished the available two volumes of Marlon James's Dark Star trilogy. The first two volumes are intersecting tales from two different characters, each told in first person voice, so limited perspectives. Based on African myths so very different stories than typical fantasy and very non-traditional characters (including shapechangers). They are decidedly dark fantasy, not quite horror, and have some very different takes on spirit world and vampiric beings. Currently reading the last volume of R.F. Kuang's Poppy War trilogy. East Asian foundation in this case and a lot of focus on shamanism. The trilogy recasts much of early to mid 20th century Chinese history including the brutal occupation by the Japanese into a magic rich fantasy setting. The horror of warfare (and use of magic as a weapon) is very evident. In the Marlon James' works, there's some interesting aspects of loss of memory which I could see tying into events such as the future Manirian Memory Removal. Both works have interesting (and different) takes on shamanism, witchcraft, and the Spirit World.
  9. There are some sample housing floorplans (and exterior side views) in Martin Helsdon's Towers and Temples. Or perhaps there is something in the Rubble Redux: Insula of the Waning Moon/Rising Sun series?
  10. True, undine power is a possibility as long as you've invested in the summon and command spells (and don't mind spending the Rune points).
  11. That's a reason Backford isn't a "sea" port - getting back "upstream" to the Bay is difficult. The flow is always in to the Footprint. There's no one who would have skills there for dredging and the coastline is rocky. You can probably get oxen to pull boats back towards the Bay, but only where there's banks along the river.
  12. Possibly, or it may mean she has gifts to distribute when she returns home.
  13. Out of the way, and would force the trolls into crossing a lot of open, barren land where their shadows would be easily spotted by day and attacked. The way from the Troll Woods to Pavis would be north to Shadows Dance then around and down the Zola Fel.
  14. That the Earth continues to offer her grace and blessings throughout the world/land. The choice of order of the camps visited is also a progression from innocence to introspection to wisdom to enlightenment and finally to the giving back of blessings for what has been learned, including the possibility of forgiveness through what has been gained. (Note: Myths in my mind are not necessarily morals or teachings, but also describe what is or why the world is the way it is. However, I think there are pieces within that provide more details or thoughts or additional teachings.)
  15. Quite feasible to have nets to catch the fish heading towards the mouth in the Footprint. Pens could be a challenge since the flow is always towards the Footprint (perhaps greater or lesser depending on the tidal push plus incoming rainwater off the plateau. It all gets disrupted after 1616 when the Wolf Pirates come hunting. Backford is probably a great place to load up on salt and dried fish before their great expedition in 1621.
  16. 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.)
  17. 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...
  18. 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.
  19. 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.
  20. 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.
  21. Sounds like Yara Aranis, Terror and Eater of Horses! 😉
  22. 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).
  23. 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).
  24. 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.
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