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M Helsdon

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Everything posted by M Helsdon

  1. Ancient Aurochs Horn Description: Found wrapped in a leather sack buried in peat which has mostly protected it from the ravages of Time, an ancient trumpet formed from a single great aurochs horn. The leather is green in color and scaled, from no animal now known in Dragon Pass. The ornamented horn is massive and heavy, nearly four feet long and curved in three directions: upwards and outwards at the base of the bell, swinging forwards and inwards, then inwards and upwards. It is far larger than the horn of any living cattle, and anyone of the Red Cow clan will identify it from the ancient tales as belonging to an extinct aurochs. The horn is slightly yellowed, but reddish towards the mouthpiece. It is delicately carven in a complex repeating geometric pattern. The mouthpiece and the broad rim of the bell are decorated and made from an untarnished silvery-orange metal which cannot be identified. The workmanship is very fine and any knowledgeable sage will recognize this as an artifact from the Storm Age. The archaic decoration around the bell depicts naked warriors brandishing spears from which lightning flashes. Anyone looking at it for any length of time will see the figures stir as they ‘run’ in slow motion around the circumference. When successfully blown the warriors move faster and bright blue sparks fly from their spear tips. Three finger holes drilled in the side of the horn change the notes it gives when blown. Cults: Orlanth, Barntar, Urox, but especially Orlanthi of the Red Cow clan of the Cinsina. Knowledge: Mentioned in obscure Lhankor Mhy texts. May be mentioned in dreams sent by the wyter of the Red Cow clan. History: I am Drosansinger the Red; my dam was Daisy, my sire Gochbadun the Great, he who was sired by mighty Urox himself. My horns were as wide as a valley, my coat as red as iron rust, my stride swaggering and my battle rage unequalled. My sons were stalwart, filled with vigor. My daughters were elegant and fruitful. When I stamped my hoof sparks flew and the ground trembled. When I bellowed thunder echoed from the mountains and my breath was a hot and fiery fog. When I fought no other bull save my sire could best me. Where now in the world are the aurochs of old such as I? Gochbadun the great red auroch was a son of Urox, and was liberated from the herd of Bergilmer the Giant by King Ulanin in the Late Storm Age. Gochbadum sired many sons of which Drosansinger was the mightiest. Procedure: Must be blown. Powers: If blown by anyone not initiated to one of the Storm Tribe it gives a short discordant braying sound and will not sound again for that person no matter how hard they blow. When sounded by an initiate of any of the Storm Tribe its notes are pure and clean, and will be heard by anyone bearing the same clan tattoos within fifty miles, no matter where they are. Those who hear it will perceive the direction of the source of the sound and any bearing weapons will feel a compulsion to seek out the horn. It is so bulky and heavy anyone carrying it cannot fight or indulge in any strenuous activities other than blow upon it. It is an imposing sight. The horn is home to the spirit of the mighty aurochs to which it once belonged, for in those times beasts had greater mindfulness than today. Drosansinger is a minor god, and requires that the user of the horn becomes his bearer and priest. He can tell very little of his history save to recite his lineage and name the cows he covered, but is insistent that the horn should be treated with respect and be used to accompany a great fighter. The spirit can instruct in the use of the horn, which has three abilities, according to the notes sounded. When blown in one way it inspires a hero and their followers to fight and fills their foes with fear. In another it summons all the clan fighters and in the third it enhances the fertility and yield of any cows in the same field. The horn may only be effectively sounded once in a day, and afterwards the spirit must be placated with a ritual. If the horn is damaged it shatters into thousands of pieces and the metal evaporates into the air. When Drosansinger learns to his dismay there are no aurochs in Dragon Pass he will be very interested in the prophecy that when the Liberator comes aurochs will return. (This event is in the future when Argrath helps the Red Cow fulfill the heroquest to cause the birth of aurochs in the clan herds in 1628. The Red Cow price for working with Argrath in this quest is taking part in the war against the Telmori, which results in their final doom around 1629). Drosansinger hates Chaos and anything tainted with chaos; he detests wolves and other natural enemies of wild cattle. After the horn is found, even if the clan decides to keep it as a clan treasure, its presence may enter the dreams of Uroxi and even Storm Bullmen in Prax. They would greatly prize the horn as an heirloom of their deity, and desire to use it to fight Chaos. Will the Red Cow loan or give it up, or perhaps elect to send warriors to aid the Uroxi fight Chaos? Value: To any who wish to attempt to return the aurochs to Dragon Pass – immeasurable. To anyone else, perhaps 50,000 L. The Lunar Empire is aware of the vague prophecy that the return of aurochs is believed by the Orlanthi to presage their triumph over the empire. The discovery (and open use) of an artifact associated with these prehistoric cattle may result in unwanted interest by the Lunar authorities, who will want the horn either confiscated or destroyed. Will the finders hide or give up the relic? It may be safest in the hands of the rebels, which will require it to be transported away even as the Lunars seek it out. An instrument this large does not easily disappear.
  2. Very few broo are actually goat-headed, because goats are rarely kept in Sartar and are even rarer in Prax. Instead, most have heads like those of their birth 'mother'. In contrast, Satyrs all have a set appearance as one of the many types of Beast Men. Some of the satyrs in Sartar are the result of the experiments by the EWF to recreate ancient creatures, but the rest are descendants of Velhara, the Lady of the Wild, a daughter of Kero Fin. As such, satyrs, like other Beast Men worship her and other nature goddesses. [See the Sartar Companion, Page 182.]
  3. The Headhunters received this name for their treatment of the Lunars during their rebellion in 1622-1625.
  4. Formations A-K are all historical Macedonian formations; M is derived from the Sunstand formation described in 'The Glorious Reascent of Yelm' and the medieval Circular Schiltrons; L is a hollow Circular Schiltron - no historical precedent. Sources consulted include The Tactics of Aelian, Warfare in the Classical World (Warry), Greece and Rome at War (Connolly), Ancient and Medieval Warfare (Spaulding and Nickerson), numerous Osprey books etc.
  5. The Theyalan calendar and the order of its days is in part a reiteration of the order of creation of the elements: darkness, water, earth, light, storm. The names and number of these days are fairly solidly set in the mythic infrastructure of Theyalan cultures. This leaves the other two... As Wildday seems to reflect the Predark it ought to precede darkness, but perhaps instead it reflects the order in which the universe started to break down and is a relic of when Chaos entered the world in the Gods War. Godsday might then reflect the Compromise the Gods agreed to. In this scheme (which seems a bit God Learnerish) the days of the week reflect the major mythic events of Glorantha, as viewed within Time: the division of Darkness from the Void; the division of Water from Darkness; the rising of Earth amidst Water; the ascension of Light from Earth; the birth of Air between Earth and Light; the birth of Chaos and finally the Compromise of the Gods. For the Dara Happans, the days might be named for the Eight Celestial Sons of Yelm plus two, the Ten Planets, as ten is the perfect number in Dara Happan culture.
  6. A Stonewall regiment used to illustrate phalanx formations. The formations are drawn as though facing an enemy before them (towards the bottom of the page). Most of these formations require considerable discipline and drill to perform. Only the Stonewall Phalanxes and most Yelmalion mercenary regiments have the necessary training. A: a single Century in Close order. B: a single Century in Open order. C: standard Line formation. D: Double Depth Line formation. E: Oblique – flank refused. F: Half-Moon crescent formation. The Half-Moon or Crescent is a phalanx formation taken in the face of an approaching attack by an infantry or cavalry wedge or rhombus. The wings are extended forward and the center hollowed. This permits the phalanx to surround the attackers, meaning that combat is not restricted to the point of contact between its line and the wedge. If the enemy succeed in breaking through the center, the wings can converge on their flanks, trapping them. G: Wedge formation. Like the shield-wall Boar’s Head, a phalanx wedge is intended to force an opposing line to split with the aim of breaking through it. H: Inverted Wedge formation. The inverted wedge is used to encircle and envelop an enemy. I: Double Wedge formation. The double-wedge formations (sometimes called the Water formations) are similarly intended to disrupt an enemy line. J: Inverted Double Wedge formation. K: Square formation. There are two types of the defensive Square formation. Both are sometimes called Earth formations. The first is implemented with a regiment marching with the front and rear marching in phalanx and the sides in column. Baggage and non-combatants are placed in the center. The second is a battlefield formation with all four sides acting as a phalanx with spears pointing outwards. Skirmishers are often deployed within the ranks at the corners, as these are the weak-spots of the formation. The formation is immobile unless the sides turn to become columns, at which point the flanks become vulnerable to attack, and the rear ranks turn full about to face forward. Some troops train to march slowly backwards, but can rapidly become disordered due to terrain. L. Circle formation. A defensive immobile formation, with spears sticking out in all directions. Baggage and non-combatants are placed in the center. This is also known as the Sky formation. M. Sunstand formation. The spearmen are drawn up in an extremely close formation, intended to present a cavalry charge with a perimeter horses and most other mounts will refuse to breach. In the Dara Happan tradition, the command Century is placed in the center. This is a purely defensive formation, with spear points bristling out in all directions. This allows for a reasonably effective defense even if parts of an army have been divided in battle but requires a high level of discipline. Such a formation is capable of holding off cataphract heavy cavalry, but is almost defenseless against a stand-off attack by archers. The array of spears provides limited protection, but when the formation is adopted to defend against horse archers, its lack of mobility can prove disastrous.
  7. Just as in the Roman Empire, Duke, originally meaning the leading military commander in a province has become a hereditary title in addition to an appointment. Raus inherited the title of Duke of Rone, though his land grant in Prax doesn't warrant such an elevated title. In contrast, Wulfsland in Sartar is ruled by Duke Jomes Wulf, and Harvar Ironfist was appointed Duke of the Far Place; both intended as hereditary grants. In The Holy Country the title was given to military commanders of one of the Sixths, but either didn't have time to bed into an hereditary title or Belintar didn't allow that to happen. In the West, the title originally referred to the chief military commander of a prefecture of the Middle Sea Empire but now has become the title of a local ruler beneath prince or king. If anyone believes the term Duke is too Roman, it is worth remembering that the European term is roughly equivalent to the Chinese Gong and Guogong, the Japanese Kōshaku and the Mongol Noyan. Military authority, as a warlord, tends to become established as a 'civil' title of aristocracy as well.
  8. Century of a Stonewall Phalanx: A: Open - battlefield march or maneuver B: Close - battle
  9. Improved version... Sun Dome battle formations: A: Double File - road travel B: Open - battlefield march or maneuver C: Close - battle D: Locked Shields - battle minimum spacing. When in open-order formation, each soldier of the phalanx occupies six feet of frontage; in close-order formation, three feet; and in the “locked-shields” formation, one and a half feet. The latter is most commonly used by Yelmalion phalangites. To follow: Stonewall formations.
  10. Sun Dome battle formations: A: Double File - road travel B: Open - battlefield march or maneuver [hmm, front rank spears should be vertical] C: Close - battle D: Locked Shields - battle minimum spacing. When in open-order formation, each soldier of the phalanx occupies six feet of frontage; in close-order formation, three feet; and in the “locked-shields” formation, one and a half feet. The latter is most commonly used by Yelmalion phalangites. [I haven't quite got the correct spacing.]
  11. A bit disappointing as it watered down the original and nature of the Moties. Best to avoid unless you are a completist. Jennifer Pournelle's background in archaeology and anthropology is very apparent, but the big reveal sorely damages the earlier two books.
  12. The Nargan isn't in the North... The statement that Chaos always comes from the north is refuted... This is getting more than a little silly.
  13. That proves my point. 8-) The Guide: Hero Wars Begin: Out of the desolate Nargan Desert comes a flood of broos. The broos are organized as a gigantic tribe, and call themselves the Dinsender Army. They impregnate those they defeat, causing their army to continue to grow and expand. Over the next decade or two, the Dinsender Army overwhelms the Arbennans, slowly overtakes the slarges, and are halted only in the east against Zamokil.
  14. "Look at the God Learner Maps in the Guide." The Nargan Desert is in the far south: The origin of massive Chaos incursions in modern Pamaltela...
  15. Oh great sage, nay. Chaos in Pamaltela now derives from the Nargan Desert, where once lay the center of the mighty Armali Empire. Fonrit is but a relic (in part) of that time. [Hmm, since the Windows update yesterday, quotes won't load. Must be due to the Chaos God Micros Oft.]
  16. One problem with is the presence of ogres in some Sartarite clans. Unless the ogres only marry among themselves (either in the clan or between clans where ogres are present), or seek partners well outside the local communities (something any alert clan and tribal elders should notice). Ogres marrying non-ogres is possible, I suppose, but the ancestors should detect and warn their descendant?
  17. Thanks. Assuming they are anything like historical war dogs, they are highly dangerous. In attempting to gather material on war in Glorantha, war dogs have an entry in the introduction and a later section: There is a long tradition in Saird of utilizing war dogs. Dogs are used as sentries or taken on patrols, and taken into battle. Dogs are often associated with Darkness by many Gloranthan cultures. The Orlanthi tend to have a very negative view of canines, in part because in numerous adventures Orlanth faced great obstacles from various dog gods. The Wolf Runners of the Sartar Free Army are an exception. ------ War Dogs The Sairdites have a tradition of breeding war dogs for ferocity and training them for battle. The worship of Jajagappa, the Death God, normally depicted with the head of a dog and the body of a human goes back into the prehistory of the Jajalarings Dog People. Jajagappa drags the souls of the dead into the Underworld and hunts those who would escape his nets. The god appears on the Dara Happan God Wall. ‘Father Dog’ Rowdril is one of the sons of Jajagappa, and is the father of Ensoval and the other specialty dog breeds, for which Saird is famous. Rowdril himself is the father of the war hounds. The Rowdril breed have a solidly built body with great depth and breadth, heavy bones, pendant ears, a relatively short and well-muscled neck, a broad skull with a wide, short muzzle and a heavy dewlap protecting the neck. Their feet are armed with sharp claws and their strong jaws are set with close-set teeth. The anatomy and musculature of the head and neck are such the dogs can pull down large prey and chew through bone, meat and hide. Their jaws hinge wide and their skulls are heavy and shaped to prevent any lateral motion of the lower jaw when captured prey struggles. The dogs are protected with spiked collars. In battle some are armored with leather barding or mail covered in razor-sharp spikes, intended to force the enemy out of formation as the dogs run through them. They are trained to fight men, and have no fear of swords, leaping up to grasp the sword arm in their powerful jaws, crushing and breaking bones, and going for the throat when they have a man down. Dogs are also used as sentries and to accompany foot patrols, scouts and foraging parties. Guard dogs are trained to watch for unwanted or unexpected people and animals (especially as animals approaching a camp or fortification may be inhabited by allied or bound spirits). The dogs are trained to discriminate between strangers and familiar animals and people. War Dog Logistics A fully grown Rowdril war hound will eat between 4-6 lbs. a day - a mixture of bone, organs, and muscle meat.
  18. Holay standard and shield depicting Rowdril. The standard also features the Dog Rune.
  19. The Dragons ate the curse aimed at the dragonewts and negated it. The trolls weren't so lucky. I suspect that the paths only look similar if you know little about them as both are a form of mysticism, but not the same form of mysticism. Imagine a dragon's claw tapping a mirror, on the far side... True Dragons get really riled when someone threatens their nest site. And Dragon Pass has two meanings... First a Dragon sees off the Crimson Bat at Boldhome, then one wakes up when a temple is activated above it, then the dragon's initiate their long term plan using the vehicle of a human hero to further their plans, permitting the reuse of the EWF Battle Banner and draconic mysticism, and finally they claw chunks out of the Red Moon to enable its liberation into its true form. It's all draconic drama; the human wars in Dragon Pass are just a lesser performance. When the Seven Mothers reenacted the Lightbringer's Quest in a feminine mode to reconstruct a lost goddess, perhaps it didn't quite turn out as planned and the goddess returned tainted with Chaos. As true balance may have been their intent, they may have wanted Law balanced by Disorder, but they got Law balanced with Chaos instead. And whilst the Lunar Way has been successful, it has also overreached, seriously damaging the Compromise, and threatening the existence of Glorantha as Chaos always does. In response the dragons have unleashed a long laid plan, for they think in the long term, gradually unwinding, to preserve their children. Dare you look a True Dragon in the eye?
  20. Based on someone's holiday souvenir I found at an antiques fair....
  21. A weaponthane can fight as cavalry or infantry; a horsethane prefers to fight mounted; a housecarl may be provided with a horse but will probably ride to a battle and fight afoot; a wealthy carl may ride to a battle but fight afoot. Sartarite cavalry and infantry will make use of captured Lunar equipment. Plate, chain and scale armor is expensive, with the latter two taking considerable time to manufacture. Armor in RPGs is far cheaper and more widely available than it would be in reality; Lunar garrisons and depots, especially the large one at Alda-Chur would be a ready supply. Whilst clans all have a redsmith, they won't be very experienced at making armor, which requires specialist skills. Armor tends to look very similar whoever makes it - but even in a single Lunar regiment won't be uniform - if you look at the soldiers in the color plates in the Guide, you will notice that helmets vary enormously in style. Pre-industrial metal work was always very individual. Captured armor will be a major form of booty, and will be pressed into service. Captured shields will be repainted, because Lunar and Sartarite decorations will be very different and the main way of recognizing friend from foe. Here are a selection of Lunar, Sartarite, Solar (the one on the far right is an Elmal design) and Earth shields (Tarsh Exiles and Esrolian). Note that a regiment having uniform shield designs is very rare, even in the Lunar Army.
  22. Aurochs are extinct, and remain so until Argrath teaches the Red Cow Clan how to bring them back into the world. For any significant load (more than one or two people) you'd have to employ oxen.
  23. Ah, you mean those tables. They are in the front of Plunder, and I imagine that they weren't included in the reprint because they are nineteen pages of tables. I imagine that Plunder will eventually be re-released as a pdf.
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