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  1. One of my views is that if you travel far enough from home that you don’t recognise the magics of those you visit and they do not recognise yours then you potentially are HeroQuesting. Lots of Gloranthans actively do not want to HeroQuest (see Bituarian Vorosh in Cults of Prax) and have choices available to prevent their journey or actions becoming magical (eg. Orlanthi kings and chiefs know how to avoid being identified as the Evil Emperor). Most actions and events in the mundane world are reflections of events in the God Place. So conversely, it should be possible to invest sufficient ritual and magic in mundane activities that they become a HeroQuest re-enactment of The First HouseCleaning. Sometimes, an enemy or rival will target a pc, whether generically looking for an opponent, or specifically that pc and the signs of rising magic are ignored or misinterpreted so that the pc is dragged unknowing into a role in someone else’s hq. And finally, some places (or places at auspicious times or extremely rarely just completely random) are weak spots, where the barrier to the God Place is low or non existent. If you adventure into Snakepipe Hollow, it may be just an adventure. Until you get to Baroshi or go into the maggot tunnels... The upshot of all of this is that it really is up to the player and gm how much effort they want to invest in making the adventure ‘mythic’.
  2. I’m more I’m more thinking of consequences such as the Household of Death (KoS), which I find disgusting rather than inspiring. At the other end of the scale, the kids accidentally burning the fields as in Six Ages.
  3. Generally agree your criticism of my statement, it was over-broad. A better restatement might be: Orlanthi strongly discourage children from ‘learning’ and performing active magic. Passions are equivalent to talents in our world - some children are better at running, others at rote learning, others at tending animals, others at tending plants, etc.. Possession of charms and other received magics are likely more widespread than among adults.
  4. In my mind, pretty much really all Orlanthi are lay members of all mainstream Orlanthi cults. Or in other words, Orlanthi initiation to any mainstream cult is also pantheon initiation. Orlanthi strongly discourage children doing anything magical. Certainly for rural Orlanthi, children are a significant section of the labourforce and I would suspect similar among the poor and middleclass city Orlanthi. So I don't think there are many children studying under LM (or equivalent) instruction; children of kings and the ulra-rich perhaps.
  5. In my view of the culture, more than ‘all’ Orlanthi (i.e. more than 6 in 7) are pantheon worshippers in addition to their initiation. Which means that likely 99%+ of Orlanthi worship LM at least once a year and likely 85%+ worship LM once per season. Only the rune priests / rune lords / devotees have some degree of exclusivity about their worship, and Orlanth and Ernalda priestesses, as community leaders, often get to lead Issaries or LM worship when there is no initiate available.
  6. I’m moderately sure that prior to the rise of Argrath, there was nearly no literacy at all in the Sartar, Heortland, Esrolia and Prax areas, except that controlled by Lhankor Mhy. Perhaps a little at the Yelmalio temples. Remember that LM is an incredibly jealous god. And most LM priests and scribes have functions that keep them away from writing much of the time. There just isn’t enough free resources that have not been taken by the occupiers. And the libraries are tiny, likely most of us have more books than Jonstown. In an oral society, smart people develop incredible mnemonic functions to record knowledge in a robust way. Plus, of course, a lot of art can transmit knowledge, without it being written.
  7. if I remember correctly, Arkat and his companions became Mistress Race within time
  8. My memory of a posting (by Jeff?, by Greg?) from several years back is that Broyan, as King of the Hendreiki, broke a geas relating to obligations due to the Only Old One. It is quite possible that he was unaware of the geas and possible that, even if he did know, he would have been unable to fulfill it, as the Only Old One is gone. That broken geas made him vulnerable to attacks by darkness entities. Another different version that I recall (which may not be exclusive) is that Broyan acceding to Harreck's demand to loot The City of Wonders (whether or not he had any choice or anyway to stop Harreck) made him an oathbreaker and vulnerable to demons.
  9. recently, I've been thinking about the claims that Ernalda was/is Arachne Solara/Ginna Jar. To me, this smacks of seriously large scale manipulation of the Hero Plane and God Place. Ernaldan temples and priestesses do seem to be far more organised than Orlanth's, with more communications and mutual recognition between them. If they have 'recently' decided to spread the message that Ernalda is actually the goddess Glorantha, then the myriads of of Orlanthi rural clans will incorporate that idea into their Ernaldan rituals. These many small and not so small worship ceremonies will change the God Place. My speculation is that the Visionaries of Enervi foresaw the HeroWars and took action to plant this new truth after some trigger event, such as the Cradle or the rise of the Boat planet. Thoughts?
  10. Do Moon Design and / or Chaosium have the Trademark in both the US and EU (including UK)? Last I remember (a long time ago, so likely has changed), Hasbro still had the trademark in some countries.
  11. I'm not a fan of the idea that the 7 Mothers performed a Lightbringer Quest. They likely took some inspiration from the LBQ, however many elements, even at the very start are radically different. For example, Teelo was a little girl taken from the streets rather than a raving mortal prophesying the doom of the Cosmos. YGSV
  12. I’m of the opinion that many, or even most, wyters do have a personality, and even have personal likes and dislikes that profoundly affect the clan and its politics. The wyter embodies the clan likes, dislikes, hates and allies. The clan chieftain is also the priest of the wyter, so a clan that selects a disliked person could see a big penalty to its magic. The background for my opinion is that somewhere, there is a discussion of the evils of Lokamayadonism that decries his restructuring of society around himself, while pointing out that the clan Foundation Ritual does exactly that around the first chieftain of a new clan. Separately, Greg commented on some forum about the likely mechanism of Hauberk Jon becoming a wyter. As I recall those comments, powerful people usually have allied spirits (often several). During the Foundation Ritual, one of those spirits can be chosen as the new wyter. After their death, the wyter is recognised as part of the soul of the person, and they exit the re-incarnation cycle to become a minor worshipped deity as the wyter. Note that other choices can be made and I suspect that it is not unusual to choose a powerful local landscape deity, though I suspect this makes the clan less able to evacuate and migrate in case of disaster. regards, Charles
  13. The Lightbringer Clan Ring is quite constrained in who may take each role. To make a stupidly exaggerated example to illustrate the point: if the Orlanth role is taken by a female Ernaldan, then the clan will be substantially weaker in magic, in internal respect and in external politics because the position holder has negative depth and identification in the role. If there is no Issaries worshiper in the clan (relatively common), then the choice gets restricted to the best trader. Etc. for the healer, the loremaster. The Flesh Man role and the Ginna Jar role can be handed out to politically important people, regardless of their religious affiliation (and to a lesser extent the Eurmal role too).
  14. I'd say that this is true, however a sufficiently skilled HeroQuester (Arkat level skilled, nothing less) could perhaps exploit time travel. The trick would be to foresee an upcoming event as a retread of a historical event that is in the God Place (Sunstop, Battle of Night and Day, Battle of Castle Blue), enter it as a This World Quest and exit in the original event. So pretty much practically impossible because of the unique circumstances of each of these God Place, the difficulty of foreseeing, and the unwitting co-operation of the rivals, opponents, and enemies. This, of course, should be the culmination of a story, not an intermediate step.
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