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Jeff

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  1. A few more morsels to think about - while Sartar was free, the city ring (which remember is chosen by a combination of tribal leaders, major temples, and the Prince) agree on various taxes (especially on traders), purchase grain and meat from the local farmers, and so on. The citizens of the city choose one member of the city ring as Mayor - who also gets to lead the militia. During the Lunar Occupation, the rebelling tribes (like the Culbrea and Cinsina) have had to operate outside of that structure, but now that Sartar is liberated, there is much incentive to return to it, just now that the folk who make the decisions are mainly former rebels (and no Lunars at all). For a few seasons things are still "rebel-led" but how long before the city rings decide that it is not such a bad thing to welcome Etyries back and place Seven Mothers worshipers under their protection? Or maybe some cities do that, and others do not. And when Kallyr dies, for a year there is no Prince. Perhaps the mayors become de facto regional warlords, and supplant the tribal kings? After the Dragonrise, the times are a-changing!
  2. Among the first things Greg ever wrote about the Kingdom of Sartar was the following: "<Sartar's> magic turned smart men into chieftains, good men into loyal followers, and enemies into pack beasts. It is said that he took over the valley without a fight, though that is an exaggeration since others did his fighting for him. But the transition was an easy one and he soon organized the robbers into a principality. After marrying the Feathered Horse Queen, he was named King and Dragon Pass rapidly grew in power and prestige. Under Sartar's rule, the tribes turned from pillage to trade. Sartar and the Queen set up tax posts, guides, and treasuries. Sartar also built roads and forts to protect the traders from possible nomad raids. He fostered literacy, experimentation, and luxuriousness upon his subjects. His short-lived dynasty grew and soon would have rivalled any empire for sheer splendor had it survived." When I was working with Greg on the Guide to Glorantha, we decided to go back to WBRM as a touchstone. RQG very much reflects the Glorantha of WBRM, the Redline Histories, Pavis, Cults of Terror, and King of Sartar. But it does require rethinking some of the assumptions from the HW period. First and foremost - the nature of the Kingdom of Sartar itself. Under the reign of the House of Sartar, Boldhome and the other cities were wealthy from trade. The Prince had substantial revenues at his disposal. Masons could build impressive stone buildings, grand temples to the Lightbringers could be founded - including markets, libraries, and hospitals, paved roads could facilitate trade, mercenaries could fight for the Prince, and so on. Caravans carrying goods and luxuries from all over the world traveled through WIlmskirk, Boldhome, and Jonstown, paying a toll for Sartar's protection (and for the convenience of the roads, inns, etc.). Tribal kings, chiefs, priestesses, etc. all looked to the Prince for gifts and support. Cities bought large amounts grain and meat, and their citizens had the right to an allotment of the public stores. It should be reminded that New Pavis is stereotypically Sartarite in its layout, its political institutions (mayor, public granaries and warehouses, etc.). It is unusual in the presence of the Big Rubble, the nomads, and so many adventurers seeking treasure in the Rubble. It is not unusual in its institutions. There's no question about it, under the rule of the House of Sartar, Sartar was rich. Probably richer than Tarsh (dispute its smaller population), definitely richer than most Lunar satrapies. This also helps to explain the Lunar Empire desire to conquer Sartar - instead of it being an unimportant backwaters, Sartar was a rich, strategically important kingdom that controlled the bulk of all trade between the Lunar Empire and the rest of the world (let's skip the Red-Haired Tribe and the Ralios caravans and whatever trade goes through the Janube Valley). It wasn't the Kingdom of Tarsh that defeated Tarkalor and the Feathered Horse Queen at Grizzly Peak - it was the Heartland Army and the Red Emperor (the Lunar advance was stopped at the Battle of Dwarf Ford). Trade continued during Lunar Occupation, although not at the levels seen during the rule of Sartar’s dynasty. The Etyries cult played a greater role in trade, although the Issaries caravans continued to travel between the Holy Country, the Lunar Empire, and Prax under the protection of the Lunar military. However, Lunar tax collectors and military leaders prospered more than the cities, as they took much of what used to go to city and tribal leaders. So during the Lunar Occupation, much of the traditional Sartarite elite became poorer, the cities stopped buying as much grain and meat from the farmers, and it all trickled down. With Sartar’s liberation, the Lunar Empire is no longer able to tax trade through Dragon Pass but also there is no longer Lunar protection of caravans. With political disintegration, much of Dragon Pass has returned to the state of banditry that prevailed prior to Sartar’ arrival. That's the situation at the start of RQG. This might explain some of my desire to linguistically clear the decks of "misleading" terminology like "cottar, carl, and thane" or of using Early Medieval Ireland as a model for understanding Sartar. Heck, if anything Classical Macedon or the Ghaznavids might be a better analogy (although those have lots of limitations as well). At the very least, it helps me see Sartar for the very unique place it is. Anyways, good food for thought I hope!
  3. There are chariots in RQG - rules and pics. I agree with you on that (although mine are more Hittite or Assyrian in my head).
  4. Yep. 1616-1626 witnessed huge social upheavals in Esrolia, on top of the dramatic transformation of Nochet from 1580 to 1600 (during which period the city doubled in size). Keep in mind that Esrolia is fundamentally Earth. And Earth accepts bondage. Lodril was enslaved beneath the Earth to build the Palace of Black Glass. Mortals were made to serve the gods - and most mortals are in bondage to the Earth. Plow, seed, weed, harvest, repeat. Several times a year. Those Asrelia bean-counters can drive a hard bargain for those who want access to the public granaries. For the enfranchised, that is a matter of right. For disenfranchised. Whereas Ty Kora Tek reminds us that we are all equals in death and sleep. But the toughest ones those Ernalda temples that own all the land, and get contributions from everything going on. The Earth Mother is benevolent, she is generous, she is life-giving, but she can also sure be demanding! And you better meet her demands if you want to eat. Always remember, unlike Orlanthi or Lodril or Storm Bull, Ernalda doesn't have to do much to destroy mortals. She just needs to withhold her blessings. Yep. Nochet had food during the Great Winter. A lot of food. And no obligation to give it to non-citizens.
  5. Debt slavery was astonishingly common in the ancient world. Entire kinship groups might prefer to place themselves in hereditary service to a richer family, in exchange for protection and access to food.
  6. If I end up giving out in-setting social status titles, it is much more likely to be things like Darkaring, etc. Non-English, non-terrestrial in origin. But until I am ready on that, I am going with the Soviet Republic of Blandistan.
  7. Serf, Cottar, Carl, and Thane are also misleading in a way the blander terms aren't.
  8. Esrolia has always been described as having a population of "oppressed peasants" (see RQ Companion) - about 30% are unfree, and about 25% are semi-free. The semi-free are mostly entire clans who owe service to the nobility and do not even have the rights to the land they work. The unfree are a combination of debt slavery (largely of semi-free folk slipping into outright slavery) and slaves purchased through trade - initially mostly from Maniria and Ralios, increasingly from the rest of the world. Of course by terrestrial standards, its is still pretty low.
  9. And the ransom numbers don't really reflect the personal wealth of the individual - they represent the social importance of that person for their community.
  10. Also the absurdly high ransoms for Princes are intended to make it clear that killing a Prince is a very very dumb thing.
  11. The Prince of Sartar was traditionally VERY WEALTHY. Tarkalor possessed financial resources greater than a Lunar satrap. Under the Lunar Occupation, those higher strata were usurped by the Lunars, but with independence it becomes something Argrath tries to quickly regain.
  12. Great graphic. There is wide-ranging debate on what the breakdown of non-free, semi-free, and free citizens in various Greek city-states were. But certainly a great starting point - might be interesting to see what those charts would like for Gloranthan societies.
  13. Yep. The daughter of a priestess who was the daughter of a tribal king, etc. is going to have a much higher perceived social status and is likely going to look down her nose at the son of a unfree prisoner who made himself a powerful Storm Bull khan.
  14. There is a reason I have eliminated (or at least very much minimised) terms like "carl" or "cottar" in favour of "free", "semi-free", and "unfree".
  15. Since I have not yet published my Social Classes section, I'm happy to tweak it around the edges. Here's the full chart: Region Unfree Semi-free Free Common Free Wealthy Low Noble Middle Noble High Noble Total Sartar 10 16 50 16 5 2 1 100 Esrolia 30 25 25 10 5 3 2 100 Hendriki 0 16 60 16 5 2 1 100 Malkonwal 0 50 30 11 5 2 2 100 Rightarm Islands 20 23 35 14 5 2 1 100 Tarsh 15 26 35 15 5 2 2 100 Prax 15 0 52 25 7 1 0 100 Caladraland 10 25 46 10 5 3 1 100 Holay 25 25 30 10 6 2 2 100 Aggar 10 22 45 15 6 1 1 100 Vanch 20 30 30 10 6 2 2 100 Imther 20 25 35 10 7 2 1 100 Sylila 20 40 20 10 6 2 2 100 Dara Happa 35 35 10 10 6 2 2 100 UNFREE This is a person who is not free to do as they will, but instead is designated as property off 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
  16. Yeah it gets blurry on the edges! But once you start looking at Esrolia and the Lunar Empire, it becomes that much of what Sartar considers "nobility" would just count as Free Wealthy there. A thane (I try to avoid some of the incredible confusion introduced by TR and ST about types of "thanes") is a part of the tribal leadership. Thanes, priests, scribes - all have higher ransoms than ordinary farmers. But from an Esrolian perspective, having 5 hides of land hardly makes you even a petty noble! Not when you have temples endowed with huge contributions of grain and resources, or part of the incredible wealth from trade, etc.
  17. I'd actually say that the Noble standard of living in RQG is actually closer to Free Wealthy. Low Nobles are chieftains, chief priests, hangers on of the Prince. Middle Nobles are tribal kings like Queen Leika. And the High Nobility in Sartar is the house of Sartar itself.
  18. Yes. How common that is depends on the community. I suspect that is quite common in Esrolia and rarer in Sartar.
  19. I try to avoid terminology like "thrall" or "cottar" in favour of a much more neutral semi-free and unfree. Note that the younger siblings or adult children of a Free person is considered Free, even if they may technically be dependents of someone else. UNFREE This is a person who is not free to do as they will, but instead is designated as property off 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 Here's how those numbers break down in Sartar, Hendrikiland, and Esrolia: Region Unfree Semi-free Free Common Free Wealthy Low Noble Middle Noble High Noble Total Sartar 10 16 50 16 5 2 1 100 Hendriki 0 16 60 16 5 2 1 100 Esrolia 30 25 25 10 5 3 2 100
  20. In the Cults Book, the main myths of each god are presented. Personally I was surprised how noble Yelmalio's myth turned out to be.
  21. Personally I find becoming a Humakti to be more like joining the Rajneeshpuram. "All you need is Death!" "I am the End of Things!" "I have no need for my left-arm, for all I need is my sword arm!" "Reject the material world and become the True Sword of Death!" Man, cousin Sarostip is going on again, isn't he?
  22. Yelmalio's myth is a powerful one - he held out against the Darkness and his light never went out. He aided humanity, elves, and others survive the Great Darkness when all other gods were dead. He was no more shiny shield of the god who broke the world - Yelmalio stood fast for what was true and just, and never gave up. He grants his worshipers power and contact with the Sky and the Golden Age. He is one of the husband protectors of Ernalda, and although Orlanth ambushed him and stole from him, Yelmalio willingly aided Orlanth in the Great Darkness. He suffered so we might live, and the other gods acknowledge that. Yelmalio is the Last Light in the Darkness, the friend of mortals when all other gods are gone. When Orlanth's actions are just and right, we support him. When Orlanth's actions are selfish and destructive, we oppose him. We are constant and true - like our god Yelmalio.
  23. SkoH and SC represent my half-way house between the Issaries material and where we wanted to move things. I'd do a revised edition before I'd want to reprint them (they are all long out of print). If I was going to do that now, I would say that in Sartar (which includes the Far Place and Sun Dome County for this purpose) about 5% of the population worship Yelmalio. Humakt about 3%. But 34% are members of the Orlanth cult and another 34% members of the Ernalda cult. Wait - that is exactly what the Cults Book says! So why didn't we just go whole-hog in SKoH? Well, at the time Greg and I thought that would be too abrupt a change after all the changes introduced by the HW material. The Issaries material more or less eliminated Yelmalio - which was not what King of Sartar's essay on making gods said at all. It also introduced Doburdan as a wide-spread cult in Dragon Pass - which is also gone. In fact, other than on the God Wall, I am not sure Doburdan is even mentioned in the Guide and makes no appearance in TGS or RQG.
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