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Jeff

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  1. The Aeolian Orlanth is not the source of sorcery. He is the most important emanation of the Invisible God, who quested to fix the universe with the Lightbringers Quest. But he is a heroic figure, not the source of sorcery (although no doubt his mastery of the Runes of Air, Movement, and Mastery were a godly version of sorcery). But you my fellow wizard can study the immutable laws of the Invisible God and make the world follow your will. The hill kingdoms do not understand that this is the same thing that their scribes do when they seek to understand Knowledge, but our lore is broader, more versatile.
  2. But that peak was hit probably around 1448 right before the Civil War. It probably dropped to around 7k during the Illaro dynasty, and then down to 5 k when it was the capital of the Tarsh Exiles. It probably dropped down to 1k or less in 1582, but has grown back to 3k.
  3. At its peak, Bagnot had about 10,000 people. So there is a lot of empty space now.
  4. Just notes, but worth sharing: BAGNOT SHORT HISTORY The city of Bagnot was founded by Arim the Pauper in 1330 in the ruins of a much older settlement. Bagnot was the main settlement of his people. Initially it was a sacred community and quite different from the settlers' former tribal life. It was ruled by Arim the Pauper, an Orlanth priest who became a sacral king, and later became the seat of power for his dynasty. Many refugees from Holay fled here after 1347, and Bagnot became a hotbed of anti-Lunar activity. In 1395, it became the capital of Yarandros' powerful Kingdom of Tarsh, which ruled not only his core territories around Bagnot and Kordros Island, but also the Aldachuri, the Quivini, and even (at times) the Grazers. Tarshite troops ranged from Holay to Prax, and even sacked the Lunar city of Cafol. Bagnot was greatly enriched during this period, and Yarandros had lowland masons build temples and a fine palace, and the great walls around the city date from this time. In 1448, Yarandros' son King Orios was killed in Imther and his death plunged Tarsh into a ten-year civil war which left the kingdom divided and vulnerable. In 1455, Bagnot was sacked by Quivini and Praxians. It remained the capital for the Illaro dynasty, although Furthest became increasingly important. In 1490, many tribes and cities rebelled against Hon-eel, who had proclaimed herself regent for her unborn son. The rebels were defeated by the Lunar magicians at the Battle of Dancing Sisters, and the Lunar army pursued the survivors to the gates of Bagnot where they were repelled. Despite the defeat, Bagnot, protected by a line of forts from Dunstop to Goldedge to Slavewall, refused to submit, and the kingdom of Tarsh was fractured. The non-Lunar tribes, called the Tarsh Exiles, slowly declined as the new Lunar dynasty at Furthest grew more and more powerful. For almost a century, Bagnot remained the capital of the Tarsh Exiles. However, after the defeat of the King of Dragon Pass in 1582 at the Battle of Grizzly Peak, Bagnot fell to the Lunar Army and much of its population was put to the sword. King Moirades appointed loyalists (especially from the powerful Lunar Orindori Clan) to govern the city and lead the militia. Now under Lunar rule for two generations, Bagnot still has strong cultural and religious ties to the anti-Lunar Shaker’s Temple only 25 km away, and with Wintertop Fort. GEOGRAPHY Bagnot is Arim’s Vale, a well-watered valley some 30 kilometers long by 7 kilometers wide, surrounded by high hills. To the south is Shake Land and to the east is the West Bush Range. At 950 meters, Bagnot has a humid continental climate, with cold winters and warm summers. Farmers grow barley, emmer wheat, and maize, and raise apples, peaches, pears, and cherries. Farmers mainly worship Barntar and Ernalda. Sheep are the main livestock, although cattle are a sign of status and wealth. Dinosaurs are common, and herds of ceratopsids, sauropods, and other dinosaur types are often found in the area. DESCRIPTION The area enclosed by the old walls of Bagnot covers about 70 hectares. The walls of Bagnot are made of stone and rubble, and are over 5 meters high. The city has four 10-meter-tall gates, one in each of the cardinal directions. The city temples are built on a rock hill atop the foundations of the older settlement. After the Lunar Conquest, the temple of Orlanth Rex was closed, and its gold and bronze doors were taken by King Moirades as a gift to the Feathered Horse Queen. The temples to Ernalda and the other Lightbringers remain open. The Knowledge Temple is still impressive, although much its collection was taken to Furthest by King Moirades. A major temple to the Seven Mothers and Hon-eel was built by King Moirades in the lower city, built by architects from the Lunar Heartlands. King Moirades also built an amphitheater where sacrifices to Hon-eel might be watched and cheered. The royal palace dates to the reign of King Yarandros, and is now the residence of the district governor. Its great hall has three areas (a columned entryway, an antechamber, and a main room with a hearth and altars) surrounded by a two-floor complex with apartments, workshops, and storage areas. The Ivory Throne of Yarandros was lost in 1455, but Illaro commissioned a fine new ivory throne during his reign, which now resides in the royal palace in Furthest. POPULATION Bagnot has a population of about 3000 permanent residents.
  5. Greg's favorite depended on whose point of view he was writing from at the time. Mine as well. All of the Gloranthan cultures have something really interesting, admirable, noble, whatever about them. And also something really awful, destructive, ignorant, whatever about them. They are mortals, after all. The only culture he could never sympathise with was the Mostali - hence the "Why I Hate Dwarves" article. And maybe the Brithini.
  6. He's a Sky god - he's intrinsically clean.
  7. Yelmalio absolutely. In his myths he is the sworn protector of Ernalda and the Grain Goddesses against the deprivations of the Air and Darkness gods.
  8. Some notes: Chaos/Illusion/Fertility SESEINE GODDESS OF TEMPTATION An intense desire for some object, emo­tion, or state of being can lead a person to use evil or corrupt means to gain such. Such vile, overwhelming passion is incited by Seseine, who rules demons of desire, succubi, and similarly horrible creatures. INITIATE MEMBERSHIP RUNE SPELLS Charisma, Desire, Dominate Human, La Petite Mort, Sadness Desire Temporarily creates a Lust Passion Dominate Human When a succubus encounters a lone member of the opposite sex, it can match its POW vs. the victim’s POW. If the succubus is victorious, the victim’s will is suppressed and he obeys all the creature’s desires until it leaves him. The next morning, he only vaguely remembers what happened as an extremely pleasant dream. Sadness Like a long-duration Demoralize MISCELLANEOUS NOTES SUCCUBUS A succubus is a chaotic parallel to a fertility nymph. It takes form from the psychic and physical residue of perversion, rape, passion murder, or similar acts. A succubus can shapechange, appearing female or male at will -- always of the same species involved in the original act. In male form the creature is called an incubus. A succubus or incubus can dematerialize or reappear at will. However, if its body is destroyed, the succubus dissolves and cannot reform without the impetus of another sexual crime. A succubus travels at night, seeking out people to seduce. Once it has found a victim, it visits him or her nightly until driven off or the victim dies. If necessary, the creature will hypnotize its victim to enable it to continue its activities. When a succubus encounters a lone member of the opposite sex, it can match its POW vs. the victim’s POW. If the succubus is victorious, the victim’s will is suppressed and he obeys all the creature’s desires until it leaves him. The next morning, he only vaguely remembers what happened as an extremely pleasant dream. Each consecutive time that a succubus overcomes a particular victim, the succubus’s chances for success on subsequent attempts are increased by 10%. A male visited by a succubus loses a point of CON each time, continuing until death ensues. A woman visited by an incubus eventually becomes pregnant and gives birth to a child tainted with Chaos -- often a lamia or an ogre. An incubus cannot impregnate a woman until it has first visited a male victim (in succubus form). A succubus can choose any size it desires, up to a maximum of its POW. Its size does not affect its hit points, which are always equal to its CON. Characteristics STR 5D6 CON 2D6+15 SIZ up to POW INT 3D6+6 POW 2D6+12 DEX 4D6 CHA 2D&+18 Move: 10 weapon a% damage Grapple 65 special Fist 65 1D3+1D4 SKILLS: Craft (Courtesan) 97. MAGIC: forms body from psychic residue of illicit sex; changes form from male to female; Dominate Human ability; LANGUAGE: all local languages at 100.
  9. Thanks for reposting that. I am not using the term "cottar" at all as it is laden with cultural associations that don't necessarily line up with the Orlanthi. Here's that definition of terms again: UNFREE This is a person who is not free to do as they will, but instead is designated as property of someone or something else. The exact nature of a slave varies greatly. Domestic slaves have some skills useful within an educated context. Crafts slaves have some useful crafting skill. Labor slaves are unskilled and generally miserable. Ransom: none SEMI-FREE This is a person who is not property but is not a full free member of the community. A client of another person is typically semi-free as they are not independent of their patron. They are bound to their lands or professions, or work somebody else’s land, livestock, or workshop and are usually unable to leave without permission of their lords. They do have some legal rights and are protected by their patrons. Ransom: 150 to 250 L FREE COMMON This is a free person with legal standing in the community. They usually must have some property or other means of reliable income, and are expected to perform some responsible civic duties as well. Ransom: 500 L FREE WEALTHY This is a Free Commoner with enough wealth to be armed and equipped better than their peers. They might have military duties, like thanes; religious duties, like priests or scribes; or they might be wealthy farmers, merchants, or crafters. They have increased social standing and civic responsibilities. They may have reached this status through their own pluck, official appointment, or other means. Ransom: 1000 L LOW NOBLE This is the equivalent of a landed knight or chieftain, the lowest of aristocratic circles in many cultures. This is the equivalent of a chief priest of temple. Ransom: 2000 L MID NOBLE This is the ruling class – the equivalents of barons, counts, tribal kings, high priests, city mayors, etc., or important retainers of high nobles. They are generally urbanized in customs. Ransom: 4000 L HIGH NOBLE This is the uncommon nobility, of the highest rank. This includes the rulers of an entire region – kings or queens who rule over many tribes (such as Esrolia, Sartar, Tarsh, etc.), Lunar Satraps, and the Prince of Sartar. Ransom: 40,000 L
  10. At the time I did not want to include him in the book. If I recall, it was David Dunham who convinced me to include Elmal. I was worried about going too far away from the presentation in Storm Tribe - we had already gotten rid of a lot of material. One way of looking at those SKoH write-ups is that they were intentional "halfway" points to where we wanted to end up. Which is where we are now.
  11. Elmal was never written up for RQ. When I did the original Elmal cult in SKoH, I gave him fire powers, but on retrospect I realise that was a mistake. I deliberately did not include an Elmal cult in the HQG rules.
  12. In short, not all species are equal.
  13. Gods and spirits generally disdain the Tusk Riders. Which is why they are reduced to worshiping the god-pig and darkness-demon their ancestor defeated. I don't even think they get any magic actually from Aram.
  14. Another answer - they aren't player characters. But in truth, this was just a typo. Really doesn't make any difference in the scenario. Xiolbalg's lousy CHA is why his band is so torn by dissension. Tusker Riders have a low charisma. They "lead" through viciousness and torture, and lack even the brutal charisma of your average dark troll. Their method of gaining spirits is to bind their victim's spirits through Death Binding, and have their victim's cast spells for them. They don't require CHA to become a Rune Lord, and a Tusk Rider with a CHA of 10 is going to dominate their band.
  15. So looking at those numbers, would you spare any troops to garrison a place like Alone?
  16. I personally imagine that Alone was not garrisoned. One thing people seem to overestimate is how many soldiers the Lunar Empire has. A few notes: 1621 LUNAR HEARTLANDS ARMY 36,500 infantry 18,000 cavalry 5,750 magicians 3,750 siege and supply Total: 64,000 PROVINCIAL ARMY 9,500 infantry 2,400 cavalry 1300 magicians 800 siege and supply soldiers Total: 14,000 THEATRE DISPOSITION 1621 Dragon Pass 2500 (Provincial Army) Holy Country 20,000 (includes 10k Lunar Army) Prax 2500 (all Lunar Army) Lunar Provinces 2500 (Provincial Army) Heartland Satrapies 35,500 (Lunar Army) West Reaches 10,000 (Lunar Army) Redlands 5,000 (Lunar Army) Total: 78,000 At the height of Lunar power, the Empire has 78,000 professional soldiers at its disposal. That is bigger than the army Alexander conquered the Persian Empire with. About a third of those soldiers are in Dragon Pass and its surroundings. Of course it all goes downhill from here. 1624 The Battle of Pennel Ford was something around 8,000 Lunar soldiers against 4,000 Esrolians and Heortlings, 2500 Caladralanders, and 60+ Wolf Pirate ships (another 3000 Wolf Pirates), and 2000 Western Barbarians. Initially the allies outnumbered the Lunars 11500 to 8000, but thanks to the defection of the Western Barbarians they end up being outnumbered 10,000 to 9,500. However, the battle ends up being a bloody disaster. 3000 Lunars and 500 Western Barbarians are killed or captured during the route of the Lunar Army, and 1500 allies are killed. The 350 km retreat of the Lunar Army from Esrolia to Dragon Pass was epic. Harried by Esrolians, Pure Horse People, trolls, and Beast People all the way back to Dragon Pass, only 2500 of the original expedition of 10,000 made it back to Dragon Pass. 1625 (EARLY) COMBINED LUNAR ARMY 1625 (START) Dragon Pass 15,000 Lunar Provinces 2500 Eastern Satrapies 25,000 Heartland Satrapies 5,000 Total: 47,500 After four years of war, and substantial defeats in the Holy Country, plus a concerted Pentan invasion in the east, the Lunar Empire has lost almost 40% of its effective strength - which is not surprising given that it is fighting serious wars on two fronts. The Empire is mustering militia to fight against the Pentans, but it too early to see much from that. The Empire has been weakened, but if it focuses on one front it should hold the edge. 1625 (POST-DRAGONKILL) LUNAR ARMY 1625 (POST DRAGONKILL) Dragon Pass 5,000 Lunar Provinces 2000 Eastern Satrapies 20,000 + 5,000 militia Heartland Satrapies 5,000 Total: 32,000+5,000 militia Disaster! Dragon Pass is almost entirely gone! And more defeats in the East! The Empire has lost more than half its effective forces since four years ago. The Provincial Army is pretty much gone, the Heartland Army is fully engaged against the Pentan invasion. The Empire is mustering militia to fight against the Pentans. This is where the RQG campaign starts. It is pretty obvious where the Red Emperor is going to focus his efforts - the East. THE MILITARY CAMPAIGN The Voor-ash in 1624 invade with somewhere around 20,000 horsemen. This is all superb cavalry, and much faster than the Lunar Army. The nomads overwhelm the Lunar army in the Oraya. At least 5000 Lunar soldiers are lost and Oraya falls to the nomads. In 1625, the Red Emperor sends the bulk of the Lunar Heartland and Cavalry Corps to reconquer Oraya and suppress the Redlands. However, as the army tries to cross the Arcos River at Diavizzi Ford, it is ambushed by the King of Wings and routed. The gates to the Heartlands are opened and the Voor-ash rush through it. Had the King of Wings realised it, he could have marched to Glamour itself without opposition. That's how serious the crisis was. Combine this with the Dragonrise and it gets even worse.
  17. It is deliberate and not a mistake.
  18. ALONE Alone was built in 1583 by Prince Terasarin as a refuge for those Tarshite Exiles clans who fled after the Battle of Grizzly Peak. It is well-fortified with the characteristic stone walls of the other Sartarite cities, and prominent temples to Orlanth Rex, Uleria, Ernalda, and Maran Gor. Alone is the market, political, and religious center for a confederation of the Amad, Bachad, and Tres tribes. Alone has several inns, including Geo’s Alone Inn. A dragonewt road runs through Alone; as a result, dragonewts occasionally visit. However, the city never became a major trade route, and, as its name suggests, was largely isolated from the rest of Sartar. There are about 1000 permanent residents, but winter drives many to seek shelter within the walls of the city, After the conquest of Sartar, Alone surrendered to the Red Emperor but was it considered too poor and too strategically irrelevant to warrant a garrison and was largely ignored by the Lunar Provincial Government. In 1611, the city offered a token submission to Harvar Ironfist of Alda-Chur, but was largely left alone. As a result, the city became a refuge for exiles and rebels from the Righteous Wind Rebellion and Starbrow’s Rebellion. It has declined under the Lunar Occupation, and now has many abandoned buildings.
  19. ALDA-CHUR Alda-Chur (which means “Far Point”) was founded around 1350 by refugees from what is now Holay. They were fleeing from the military campaigns of the Conquering Daughter, a Lunar demi-goddess who conquered South Peloria. The city started as a village, then became a tribal center, and joined the Kingdom of Tarsh around 1390. As their population grew, the Alda-Chur tribe split into three tribes, and the settlement was shared in common as their religious and market center. The Alda-Chur tribes grew numerous and powerful, and in 1448, Tarkalor the Huge, a Princeros tribesman, was proclaimed Prince and then named King of Tarsh. He failed in his attempt, and the Alda-Chur tribes later pledged their allegiance to Tarsh. The Alda-Churi refused to acknowledge the Lunar Governor Kings and fought against the Lunars at the Battle of Dancing Sisters in 1490. After the Lunar victory, the Alda-Churi looked to the new kingdom of Sartar for protection against the Lunar Empire. Unlike the other Sartarite cities, Alda-Chur was not built according to a plan, but grew organically and haphazardly around a central temple complex. Temples to Orlanth Rex, the Lightbringers, Yelmalio, and Ernalda, were surrounded by a disorderly ring of residences, warehouses, and other buildings. Alda-Chur became a formal ally of the House of Sartar in 1565 and became a full member of the kingdom in 1582, after the defeat of King Tarkalor and the Feathered Horse Queen at the Battle of Grizzly Peak. Prince Terasarin took a wife from the Far Point, a woman chieftain of the Tovtaros named Hindala, and extended the royal road from Dangerford to Alda-Chur. The city grew rapidly from trade and built inns and caravanserais, and Prince Terasarin even constructed a fine Geo’s Inn. New walls were constructed and the city reached its zenith. In 1602, the Alda-Churi joined the Household of Death to counterattack against the Lunar invasion and marched against Tarsh. They beat off a troll ambush, and the Tusk Riders too. When they reached the Glowline, the full magical force from the Temple of the Reaching Moon routed them, and they fled back to Alda-Chur in disorder. Alda-Chur submitted to the Red Emperor and was placed under the direct oversight of the Lunar Provincial Government. The Alda-Churi tribes were divided between pro- and anti-Lunar factions, that by 1606 broke out into the Righteous Wind Rebellion. The Vantaros tribal leader, Harvar Ironfist, sided with the Lunar Empire and in 1611, he crushed the Righteous Wind Rebellion with fire and sword. With the support of the Lunar Provincial Government, Harvar made himself Prince of Alda-Chur and subjected the Far Point to his despotic rule. Harvar Ironfist’s tyranny continued until 1625, when he died in the Dragonrise. Soon after, General Fazzur Wideread and the Tarshite Army marched on Alda-Chur. Sympathizers threw open the gates, and many joined his army. After some quick alliance-making, the Tarshite army moved towards Boldhome but were stopped at Dangerford by Kallyr Starbrow and a collection of Sartarite tribal militias. General Fazzur withdrew to Alda-Chur, which was placed under a Tarshite garrison.
  20. You really consider Elmal the only interesting god and mythology?
  21. Sorry, I mean Jarosar. Yes, the friend was an Elmali. And the Elmali thorough screwed Jarolar and Jarosar. The growing Yelmalio cult on the other hand aided Dorasor in settling New Pavis and aided Tarkalor against the trolls.
  22. Yeah, well the more you dig into the history, the less the Elmal cultists seem like a bro. After all it was his cultists who murdered Prince Jarolar and refused to fight the Lunars.
  23. The way most people today would say it is that Elmal was the part of Yelmalio the Orlanthi knew at the Dawn. Cults change in Time, even if the gods don't.
  24. Elmal does not have Fire spells. A problem with Elmal is that he did not exist in RQ3 because by 1621, the Elmal cult had already become the Yelmalio cult. Greg came up with Elmal as he was trying to understand the Orlanthi of the FIRST AGE, and David Dunham included him in KoDP because that takes place BEFORE the Elmali embraced the Yelmalio cult. So one way of looking at this is: Pre-Sartar: Elmal is identical to Yelmalio, but associated with Orlanth instead of Yelm. No access to Sun Spear or Speak to Birds. Elmal cult subservient to Orlanth cult. Saronil Era (1520-1550) - Elmal clans come in to increasing contact and influence from lowland Pelorian religion where the solar cults rule a pantheon of gods. Some embrace the Yelm cult, some Lodril, and others embrace the Seven Mothers. Monrogh brings back Yelmalio and his cult grows quickly. Varathanis (one of Monrogh's Witnesses) helps Dorasor found New Pavis and brings Monrogh's cult to Sun County, ending the Solitude of Testing.. Conflict Era (1550-1569) - Elmal clans in full revolt. Elmali murder Prince Jarosar. Most Elmal clans embrace Yelmalio and the armed cult aids Tarkalor against the Kitori. The Sun Dome Temple Era (1570 - 1599) - Prince Tarkalor recognises Yelmalio and gives cult the Amber Fields and Vantaar, which becomes the Sun Dome Temple (which Tarkalor sponsors). Sun Dome Temple fights for King Tarkalor at Grizzly Peak. The Lunar era (1600 - 1624) - the Sun Dome Temple refuses to fight for Prince Salinarg. Their independence is acknowledged by the Lunar Provincial Government. The cult is willing to serve as mercenaries for the Lunars, however, they refuse to embrace Seven Mothers. Now (1625 - ) - The Sun Dome Temple is again independent and autonomous.
  25. Given that the average Elmali concluded that Monrogh's revelations opened their airs to the greater nature of their god and they embraced the new Yelmalio "movement" and the Sun Dome Temples, it is perhaps more accurate to say that the average Elmali is ... a Yelmalio cultist. The few that rejected the Sun Dome Temples are bitter clingers, holding on to a lesser spirit.
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