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Everything posted by Bohemond

  1. Perhaps the Wild Healer's Chaotic Feature is that it is asexual, born without genitals, sterile, or in some other way free from the species' normal reproductive drive.
  2. Sounds like Lunar blasphemy to me--compromising with chaos indeed!
  3. No. Almost the only similarity beyond the name is the reference to the Edgeless Ring, which is apparently something Nallindia steals in the myth as its referenced in KoDP (and the fact that both are Vingan explorers).
  4. I've been playing King of Dragon Pass for 20 years, and I got a sequence I've never gotten before (I love that the game still has surprises after that long)--I got Kallyr going on the Nallindia Trailblazer quest. The text gives the bare bones of the quest, but not the myth of it. I'm wondering if the myth has actually been written somewhere.
  5. Yeah but that's a bit like a nun accompanying a bunch of bikers on their rampage across the country in case they need some help. It's hard to justify a CA accompanying a band of murderhobos. There are certainly ways to plan a campaign where a CA fits in, but a traditional group of kill em and take their stuff adventurers is a real stretch for a goddess devoted to pacifism.
  6. I am currently running an HQ campaign with a Chalana PC. This can be somewhat challenging, because if played as written, the CA should be opposed to combat and should be seeking peaceful resolution to most conflicts. It can be a very interesting dynamic to have someone actively pushing back against the usual murderhobo style of play that dominates fantasy campaigning, but it can also be frustrating because it interferes with scenarios that emphasize violent conflict. One option would be to build the campaign around the CA as a peacemaker, with the other PCs as bodyguards or assistants. However, if you group really wants to do traditional murderhobo adventuring, my advice is to tell the CA player that your campaign probably isn't a good fit for that campaign.
  7. Yeah, I was getting a huge Elfquest reference in her face.
  8. It seems to me that tribal membership probably matters far less to most Sartarites than clan membership. The clan is a vital part of daily life for most Sartarites (the urban Sartarites might be a bit of an exception to this) and it influences them in all sorts of ways. The tribe, on the other hand, is a bit of an artificial construct that mostly helps different clans interact under problem circumstances. If you have a problem with another clan, you engage in raiding and feuding, and tribes just help keep that stuff to a manageable level. You participate in tribal activities once or twice a year at things like the tribal market, and you see the king or queen when they visit your tula, but if you're not an important person in your clan, you probably don't actually interact with the king or queen.
  9. Here's a myth I just wrote based on that info. Jajagappa and the Sorcerers The Ruler of the Underworld summoned Jajagappa and told him “Ameshkurgos, the ruler of the Tower of Logic, has declared that he and his followers are above humanity and not answerable to Death. He has fought my other servants, who cannot kill them, and has put the Tower somewhere unknown and denies that they must come to my kingdom and be my subjects. This I will not permit. Go, my faithful servant, find them, and bring them to me for judgment.” Now Jajagappa has the scent of the living in his nose, and he began to track them across the world. The path took him through the Valley of the Black Hag, who told him that he had no place there and could not pass through her lands. But Jajagappa was undeterred and ignored her demands. She sent her servitors to destroy him, which were neither living nor dead but something else. But Jajagappa howled his howl and summoned his pack to him and they destroyed the servitors utterly. Japagappa fell upon the Black Hag and would have torn her soul from her body, but she said, “Wait! If you spare me, I will make you a net that will help you ensnare the souls of the dead.” Jajagappa agreed that this would be useful, and so she took some hair from her own head and wove him the Soul-Catching Net. He continued to track Ameshkurgos and found the Tower of Logic, which had been placed so high up that no mortal man could even see it, with its top in the Sky. But jajagappa climbed into the Sky and entered the Tower anyway. He fought the followers of Ameshkurgos and slew them and caught their souls in his net. Ameshkurgos had thought he was clever. He had taken his soul out of his body and put it in a jar. This meant that no one could kill him. So when he confronted Jajagappa, he laughed because he thought he could not be killed. But Jajagappa followed the scent of his soul to the jar and found it. He took the soul and threw it to his pack, which tore it apart utterly, destroying Ameshkurgos. Then he dragged the souls of the followers down to the Underworld and cast them before the Throne of the Dead and forced them to submit to the judgment that all the living must undergo.
  10. Thanks for all the good info here! There's definitely some good stuff I can use.
  11. Do you by any chance have a myth about Jajagappa that would a make a good quest? I need some non-Heortling quests for my upcoming Glorantha campaign LARP, so I'm looking around to see what I have to work with.
  12. Are there any myths known about Doburdan, Jajagappa (the god, not the member of this forum), or Durbadath (the Pelorian lion god)?
  13. The more I think about it, a successful Lunar assault on Karse seems very odd. How much naval experience do the Lunars actually have? They're a land empire with only one major coastal zone, so it seems unlikely that they have a lot of experience with naval combat. And their naval skills would mostly be suited to rivers and an inland sea, rather than the most roughly conditions of the Homeward Ocean, so whatever naval forces Karse had available to it would seem like they would have the upper hand in terms of the fighting conditions and experience. The Lunar navy can't have been very large, given the problem of trying to build ships in a region that has little lumber---how large a navy could the Empire build at Corflu? The Lunar army can't really get to Karse very easily, so their prowess at land combat doesn't help them. They're way far from the Glowline, so their magic is going to be hampered. They probably couldn't bring the Bat to bear, simply because they would have the trouble of feeding it on the way there. So how did the Lunars pull this off?
  14. I guess I see moonbeams as being passenger vessels much more than cargo vessels. There can't been that many of them and they probably take a lot of magical resources. And warships take a lot of lumber.
  15. This is what I was wondering. Perhaps they sent an expedition to Teshnos to build ships and sail them back to Corflu?
  16. The first known photo of a Hound of Tindalos.
  17. Any word about the long-rumored Prax Pak?
  18. Another complication--my Chalanan cannot kill people. But the 3NS ritual requires animal sacrifice, and of course the battle of Dangerford requires the new cult to use its magic to kill. Any thoughts about how to handle that? Does the fact that the Chalanan PC is bound to gods with violent magic give him an odd exception to CA's ban on violence? Does it change the magic they get at the battle, like giving them a healing rain of fire? I'm sure that the PCs will have thoughts about this, but I'm curious what everyone thinks
  19. So we're playing Eleven Lights (spoiler alert) and my PCs have gotten through the Three New Stars quest. And I've got a few questions. Once the PCs create the cult of the 3NS, it says (p.143) they can work magic through the 3NS. Does that only apply to Orlanth's magic? Or can they work magic that would be unique to the 3NS as individual deities. For example, my PCs brought back Oonil the Skilful. Oonil has the Harmony rune, which Oonil presumably uses to work trade and craft magics. Does this mean that my Ernaldan and my Chalanan can now use their Harmony runes to work trade and craft magic? Or does Oonil only allow the PCs to work Orlanth's Mastery magic, for example, through their Harmony runes? Or does this only allow the one Orlanthi PC to work his magic? Similarly, they brought back Tanian, who presumably has the Water rune, since he's a god of fiery rain. Can my Helerite now use his Water rune to conjure a rain of fire?
  20. Yes--my players have made a couple half-hearted attempts to find out where it might be. The downside here is that if they succeed, it could send the campaign seriously out of canon (which is not automatically a bad thing, but it does require rethinking a lot of later events).
  21. But if multiple clans traditionally marry amongst themselves using female exogamy, what will happen within a few generations is that the clans are all woven together. I'm in Bloodline A. My sister marries out of the Bluerock Clan into the Greenrock clan. A generation later, her Greenrock daughter marries into Bloodline B of the Bluerocks. That means that My grandson is now a member of Bloodline B but has ties to me through his mother. So Bloodline A and Bloodline B are now cousins. Over time the Bloodlines are going to be pretty tight, with everyone's aunt being someone else's cousins.
  22. Another way to read plowing is not as the violent violation of the earth but as a response to the earth goddess 'opening her legs' to receive the male phallus/plow. So one could posit a ritual in which the priest(ess) asks the earth to receive the plow and the goddess responds by blessing the ritual. Also, there may be a plowing ritual in which the plower apologizes for breaking the earth open (the way Orlanthi men apologize for having to cut down Esrola in Earth Season). So it's all in how a particular clan frames the action. The former feels more Peace clan to me, while perhaps a Balanced clan does the latter.
  23. Yeah, I ran across that too, although I can't remember where. In my version of the Orlmarth campaign, which started several years before 1618 to help players learn the game world, Leika became queen and undertook a raid into Snakepipe Hollow, but in her absence the Lunars arranged for the Armring of Friendship to be stolen. When Leika returned, she was challenged to display the Armring and had to admit that she couldn't. The tribal Lawspeaker then reluctantly ruled that by failing to safeguard part of the tribal regalia, she had harmed the tribe and was no longer qualified to be queen. That gave Kangharl the opening he needed to declare that he would be king instead. So that was my attempt to make a coherent narrative of the various details about Leika and Kangharl.
  24. From Orlanth's POV, the Middle Air is his property and Rufelza is claiming it as hers. So imagine that you have your house--it's bought and paid for and legally yours (the Great Compromise)-- and one day some woman shows up and just moves her stuff in and says that the house is actually hers. She manages to defeat you in a fist fight (the battle of Castle Blue) and then her buddies (the Lunar Empire) just move into your whole neighborhood and start forcing your friends to stop talking to you (the banning of the worship of Orlanth), and then she locks you in your bedroom and tries to starve you to death (the Chaining of Orlanth). Oh, and she's a big-time drug dealer (Chaos) whose customers are threatening to trash your house and start it on fire. Are you ever going to agree that she can live in your house and that legally you and she will share it and you'll be friends? Or are you going to go to court to prove the house is actually yours and tell her to get the fuck out?
  25. Bohemond

    Gods of stone

    I was looking specifically at the Sartarites, not Heortlings in general. The Sartarites lost touch with some deities when they migrated (at least in KoDP and Six Ages, that's a risk of migration), and it makes sense that the gods of more urbanized activities would have been much more hard for them to maintain relationships with. By the time Sartar came, city life was out of living memory for them (barring the occasional supernaturally long-lived migrant). Why continue to worship a god (or an aspect of a god) who doesn't provide a service your culture needs? The Roman were incredibly conservatives about such things and continued performing rituals they no longer understood, but the Sartarites are more change-prone, and jettisoning rituals and cult relationships they don't have a use for would make sense for them.
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