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M Helsdon

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Everything posted by M Helsdon

  1. Which is very common in mythologies, terrestrial and Gloranthan. Greg Stafford once said, I understand, 'There aren't as many gods in Glorantha as you think there are.' Now this doesn't matter in Glorantha, playing in Glorantha, unless you are playing a sage or priest who really thinks about the nature of the gods. It works, because the Pantheons are mortal constructions to a great degree. Now the Romans and Germans often didn't get on, but the Romans had no problem identifying however bizarrely Mercury and Woden, or less oddly Jupiter and Thor... This is still apparent in our days of the week where Roman Dies Mercurii is English Wednesday. The mythologies are recognised by different cultures as their interpretation of a divine entity. Gods, especially significant ones are big and complex, and mortals trying to grasp their nature are like the six blind men and the elephant. Some, like Yelm and Orlanth are so big everyone gets their innate nature, but others like Pole Star are, I believe, more nuanced. I don't recognise the "Orlanth Rigsdal" combination from anywhere. It sounds like an attempt by someone to have Kallyr's celestial patron aid her followers during Orlanth's absence in the Underworld but Rigsdal is not Orlanth.
  2. These are both cultural perceptions. For the Dara Happans, Polaris is a war god and hostile to the Orlanthi because they are; for the Orlanthi, Rigsdal is the faithful guardian in the night who protects them. Both are true, yet contradictory. Polaris and Rigsdal are aspects of the god of the Pole Star.
  3. Polestar is the polemarch of the Star Captains, who aid people in many places. Polestar is the marshal of Yu-Kargzant's starry herd as they gallop around the heavenly corral. Polestar is the War God of Yuthuppa, and the god of officers. Polestar is the loyal warrior and night watchman of Orlanth, known as Rigsdal. Polestar is the constant guiding star of sailors. [I made this one up.]
  4. Yes, given the revival of Pinchining on the Giant's Cradle.
  5. In the latest source I have, Minlister is a son of Ernalda and Flowing Water (usually identified with the local river god).
  6. Yes. If you want some Carmanian colour, previously there has been mention of a local version: Emgarvu is the keeper of the Dead, Bringer of Death, Keen Edge of War, Slayer of Men, and the Taker of Breath. This was his name as worshiped by the Spolites, who worshiped anything from the Underworld. The Black Magi of the Carmanians consecrated worship of Emgarvu as acceptable - "some of us are killers". Here is a typical Carmanian invocation of Emgarvu: Oh Great Emgavu, we send you these hearts of seven beasts and a man, that you will keep our swords sharp, blind our foes and take their souls to hell for eternal suffering. I have no idea if this variant of Humakt is still canonical.
  7. What do the spirits want? Maybe they want to move to another temple; maybe they want their temple to be 'reactivated'.
  8. At a guess: Sea Lore (00) This Lore skill represents knowledge of the waters, its moods and some understanding of its inhabitants and ecology, including animals and plants. It also permits the adventurer making a successful roll to understand the signs apparent in the sea and sky, to judge the conditions of the currents, waves, tides, and to a lesser degree the weather as it pertains to sailing. It works equally well in any sea or ocean.
  9. My guess.... based on a sailor of the southern coast of Genertela. Sailor Profession Sailors are found in the sea ports of the coast, and in the ports of the larger inland lakes such as Lake Felster in Ralios. They live by working aboard ship, either warships or merchant vessels, sailing between the greater and lesser ports of the southern coast. Homelands: many sailors have wandered from inland, but their most common homelands are Esrolia, Rightarm Islands, Heortland, Maniria, Seshnela, and Teshnos. Sailors from further away may be encountered, especially at Nochet, Karse, Handra, and Noloswal. Occupation Skills: Craft (Boat) or Shiphandling +15%, Craft Wood +10%, Cult Lore +15%, Devise +5%, Meditate +5%, Open Seas +10%, Sea Lore +10%, Speak (Boatspeech) +5%, Swim +10%, and Worship +20%. Standard of Living: Poor Base Income: 60L Cults: Dormal, Diros. Favored Passions: Loyalty (ship) Ransom: 200L Equipment: Cultural weapons, tools, 30m rope, 60L in goods. A rower will have their leather or sheepskin cushion.
  10. An avatar of the Little Sun was revealed by Nysalor, but other avatars such as Kargzant long predate Nysalor.
  11. Most Yelmalions are peasant farmers and are unlikely to have horses. However, Sun Dome temples outside Prax are likely to have their own herds. The Yelmalion nobility are likely to learn to ride and drive chariots, but most of the laity will not, meaning that Kuschile's skill enables the raising of a mounted militia when necessary, including the protection of the flanks of the phalangite phalanx. Not if you are playing a Yelmalion who has little or no ride skill.
  12. The available material primarily represents Dragon Pass, Prax, and the Holy Country, which is a very small area, and to a lesser degree southern Peloria. That's a relatively small geographic area. For a wider view, there's the Guide.
  13. Yelmalions in Saird and Dragon Pass have access to horses. Only in Prax, where, due to hostility of the Animal Nomads, did the Sun Dome Temple there lose its cavalry and chariotry. The cult in Prax is an outlier, with a very distinct history.
  14. Horse archery goes back a long way, and from at least two distinct traditions in Eurasia. The nomads of the steppes and the settled peoples. For example, there's an argument that Mesopotamian horse archery evolved from chariot archery, so that, for example, on Assyrian reliefs, the chariot driver and archer were replaced by horseman and archer, still operating as a pair, as shown in this illustration by Angus McBride - later both would have been equipped with bows. These Assyrians are farmers, or from farming stock. There are suggestions that steppe horse archery may have evolved in a similar way, long before the horse (and chariot) were brought into the Near East - it's one of those things we will never know. Whatever the tradition, the horse archer, unless heavily armored, fought as light cavalry. I can see Yelmalion horse archery in Saird, following a similar path as the Meopotamian. This picture might be taken as showing a Yelmalion using his Kuschile archery skill.
  15. There's a great deal of information about hoplite and phalangite phalanxes, including primary and secondary weapons in: https://www.drivethrurpg.com/product/296535/The-Armies-and-Enemies-of-Dragon-Pass?src=hottest_filtered
  16. Old Wind: High on the eastern face of Stormwalk Mountain is Old Wind, a temple devoted to the wind and its potent energies.
  17. Amazon slaves are unlikely. The Holy Country will probably be sending artifacts, cloth, copper, gems, metalworking, parchment, wine, and perhaps things like papyrus. Corflu was never a major port, and at most ships might go there to refill their water tanks, but they can do that without stopping at such a sorry excuse of a port.
  18. Looking at the coastline, Sklar looks to sit at the hinge of the Hurlant Wolf's cub's jaw.... The headlands between the Solthi and Syphon look to form the jaws of a lesser wolf?
  19. They might offer sacrifices to the Hurlant Wolf to protect them from the pirates?
  20. No. Nochet is an ancient port metropolis; Jansholm is a large city, but not accessible by sea-going ships as I understand it. Sklar, near the mouth of the Solthi River is a shipbuilding site. In that picture you see what are probably the largest temples to Ernalda and to Issaries anywhere, and the same is probably true of the temple of Dormal. All three probably have near unique architecture. The Solthi isn't navigable as far upriver as Jansholm.
  21. It's sort of a wolf-bear... I redrew it....
  22. Wolf Pirate prow with cutwater ram. Hmm, I don't like the wolf head on the stem post. Will redo it....
  23. Will just leave this here. Esrolian trireme with wooden ludoch figurehead and ram.
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