Tindalos

Members
  • Content count

    122
  • Joined

  • Last visited

Community Reputation

103 Excellent

About Tindalos

  • Rank
    Senior Member

Converted

  • RPG Biography
    Longtime roleplayer, grew up with parents as players.
  • Current games
    HeroQuest: Glorantha
  • Blurb
    Fan of cthulhu and glorantha.
  1. This direction is towards the Underworld. Not for nothing is it called Grave-ity* Even before the death of Grandfather Mortal, all living things have felt the siren call of the nether-realm beneath all. Even the gods can hear this call, as it is the beckoning of Ty Kora Tek, who begged her sister and nieces to come home (As in the myth of the Death of Ernalda) It is this Beckoning that we know as gravity, the underworld calling. It is why it is present even in the cold depths of the water, why it is in the wind torn skies, and even in the warm and beckoning earth. When calling upon magic to fly, you are opposing this call, blocking it out with the power of life. Kadone, one of Ernalda's household, is the keeper of this force, and can use it as part of the Earth's chthonic nature. As for the Red Moon, it's gravity comes from the pit of Gerra, for it descends further and further within that orb, until it reaches the underworld through its own path. Because of this, things that do not fly are held fast to the Red Moon's surface, just as on Glorantha. * Yes, I know the two have different roots linguistically, but permit me the pun.
  2. Pages 131 and 134. Lo-Yin, Abenna the True, and Sadiya-ma Montalk-owned are given the Black Moon Phase Rune, when they should have the Water Rune. (Presumably this is the same error as on 118. Sadiya's rune may not be an error, but given the other NPCs it's worth checking)
  3. Interestingly, the Gazetter mentions that the Old Wind Temple's Windmills weren't designed to try and harness the wind for any particular purpose (instead the people of Heortland are said to do that, to try and tame some of the worst winds) but instead just to merely show off the power of the air itself. The reference to Heortland may actually be to Esvulari, who are mentioned as having windmills in HQ:voices, and as heavily influenced by Malkioni (such as God Forgot) may have picked up the devices from Zzabur's technique.
  4. The Pavis books have sections on grain (Pavis: Cityguide for the Gamemaster 16/P:GTA 154), mentioning that it's shipped to the city granaries where it can be milled for a small fee. Since the view we have of the granaries' roofs (P:GtA 181) to confirm no windmills, my guess is the milling is done by hand, or via herd animal. Now, to go further on the Mostali front, it's possible that they're responsible for the manufacture of the Pavic mills. Quite possibly they're actually the tops of gigantic prayer wheels found in a complex below, designed by the dwarves so that when the humans grind their grain, they're turning the immense wheels and creating magic for the dwarves to use for their own purposes.
  5. 1&4 - I imagine the oath of Chalana Arroy is somewhat similar to the Hippocratic Oath, which would forbid surgery and such, including on those suffering Broo infestation. I imagine this would be the responsibility of other healers, such as those of Ernalda. They would perform the cutting and purging, and then afterwards the White Healer would be let in to clear up the mess and heal the injured. (NB: there are subcults mentioned of Belveren and Natyrsa for Ernalda and CA respectively. These are likely the source of their Cure Chaos Wound Rune Magic. In Storm Tribe, Natyrsa gave the ability to abort Broo Larvae. Personally, this doesn't quite fit in my view, and would be better for Belveren. A God Learner might say those are two names for the same minor being anyway.) 2 - If a shadowcat scratches you, the scratch is not alive. Diseases are similarly just the wounds caused by Disease Spirits, and are not alive. Disease Spirits may classify as being alive (although as underworld entities, they're more likely undead), I'll get to that under 5. 3&9 - This is a gift given by Aldrya to Chalana's son, Arroin. They can take plants without hurting the plant, or offending the forest. This is the same power as the Elves have. There are several skills and spells attached to this: Find Healing Herbs, Preserve, Refine Medicine. (I would also House Rule that the spell Food Song is also granted) 5 - Specifically the oath is living creatures. Undead (and disease spirits) are beings of the underworld. The process of healing them would send them back to the underworld. Theoretically, they could use their childhood skills to grab a spear and stab a zombie (and in many respects, this could fall under their oath to aid all within the limits of their ability), but being so unfamiliar with it, most White Healers would prefer to act as support. 6, 7 - There is always the risk of failure. An attacker who injures themselves because of an error is not the same as the defender wounding the attacker. White Healers absolutely can engage in Spirit Combat, because they have to do so as part of the Resurrection spell. (And spirits of health and spirits of disease naturally facing off against each other in Spirit Combat.) 8 - Injuries to yourself do not fall under the oath. After all, a healer must expose themselves to disease in order to heal. 10 - I doubt it, because White Healers wouldn't do it absent-mindedly. As you mentioned with Jains, I imagine Chalana's followers to carry brushes to clear anywhere they would wish to sit. If somehow it did happen, it probably would just be a minor sin, something to sacrifice to the goddess for forgiveness over. 11 - 1 point Protection spell, directed at the horse. Also, as a side note, connected to the cult of Arroin: The idea of non-magical healing has always struck me as very strange. Especially with healing plants, which could be viewed as filled with spirits. IMG, Arroin learned spirit magic from the Aldryami, how to heal with the spirits of healing herbs, and that this is just another form of how everything is magic.
  6. I was interpreting your comment as that Merfolk were separate and other compared to Malkioni sorcery, rather than something explained by them. Sorry for misunderstanding.
  7. Personally, I disagree here. The merfolk are an example of how the Water Rune and the Man Rune were combined. (As personified by the GL as Triolina and Grandfather Mortal, other names would obviously be used as well. Their offspring is recorded as Phargon) It's in much the same way as the Water Rune (Triolina) mixed with the Plant Rune (Flamal), Beast Rune (Hykim) and the Spirit Rune (Interestingly, commonly seen as Heler) to produce the sea plants (Murthdrya), the sea beasts (Tholaina) and sea spirits (Veredth/King Undine) Other, similar combinations can be seen with other elements. Darkness (Dame Darkness) mixes with Plant, Man, and Beast to produce Mee Vorala, Kyger Litor, and Sokazub (The darkness family tree in Uz Lore even comes from Zzabur's Blue Book). Only the spirits of darkness are separate, coming from the Mother of Space and Father of Demon's child Dehore. The Earth Rune (as Ernalda) mixes with Plant and Beast runes to create Aldrya and Eiritha. Likewise the Storm Rune and Beast Runes combine as Umath and Mikyh to create Storm Bull. (And I'd be willing to bet Kal, the mother of Umbrol/Kolat is another incarnation of the Spirit Rune) Whether you believe these to be deities (the theistic view mentioned in the guide) or impersonal forces (humanist), the Malkioni can use this knowledge to manipulate these beings. For example the Debaldan School of Sorcerer could combine the Water and Spirit runes together, recreating the combination in the 3rd Action/Golden Age and creating a water elemental. Likewise, you can use the shared Man rune of a human and troll (or other elder race) to allow them to conceive a viable child. (While few Malkioni would be likely to use such a spell, Pavis' "Book of the Original Man" contains it.)
  8. Ah, sorry to give that impression. I was intending to try and show the similarities to Earthly bronze, as to why it shares the name.
  9. As Jajagappa notes, it's a case of both. You can find seams of bronze, but you can also mix the two parent metals. (HeroQuest: Glorantha 48)
  10. The actual reason behind this is it's not actually bronze as we know it. It's just a red metal, created by alloying together the brown metal (an analogue to earthly copper) and the white metal (roughly similar to earthly tin.) It's more useful than it's parent metals, so it's used as a basic metal for everyone. Because it's akin to bronze, we call it that for simplicity's sake. But if the bronze ore is a real problem for them, there are two other potential explanations: It's not actually bronze, but brass (which has often been linked with Gloranthan bronze.) Sometimes zinc rich copper ores are discovered, and smelted creating a semi-natural alloy during the forging process. It's been suggested that the Assyrian "copper of the mountains" was in fact a natural ore deposit like this. The bronze "ores" that are discovered are actually ancient bronze objects from the period called the Storm Age, these included many weapons, tools, and votive objects (such as bones.) Many of these were destroyed, crushed, maimed, in the dark age which followed. The modern day "bronze ores" which are dug up are these twisted and otherwise unidentified bronze nodules. (I think there may be a technical term for this, but it's completely slipped my mind) Keywords generally include everything associated with that career, not just knowledge. The old Hero Wars game split things into physical and mental abilities, also included equipment and personality traits. Now all of those are just an implicit part of the keyword. No hunter is going to go without the tools of their trade such as traps, or bow, or javelin (depending on their culture) unless the circumstances are special. This doesn't mean, however, that a sneaking ability would necessarily be part of their hunter keyword, it depends on how they phrase it. If they wanted it to be a breakout, it should be something like "animal stalking," or "wilderness sneaking." Something that shows it's part of their day to day life as a hunter. Using it to, for example, stealthily follow a human through Pavis would be a stretch (HQ:G page 103)
  11. Not all your runes have to be used for rune magic, but others could be used for personality traits, basic magic, (133-134 HQ:G) With those selections, Argan Argar, Humakt, and Zorak Zoran are all relatively plausible options. My personal recommendation would be for them to worship Argan Argar and Humakt, through the cults' shared connections to Arkat; gaining death magic from the Sword God, and darkness magic from the speaker in darkness. Their Law Rune would provide them with a free grimoire as well, which they could fill with Arkati spells.
  12. What I can find of their holy days, some of these works are post canon, however: Ana Gor - None. (Storm Tribe, 193) Annilla - Variable: Longest tide each season. High Holy Day on longest tide each year. (Troll Gods, 6) Arkat - None (Troll Gods, 24) Blackfang - None specified (Gloranthan Classics: Pavis & Big Rubble, 90) Crimson Bat - Feeding rites on Freezeday (Under the Red Moon, 54. Sartar Companion, 241) Dorasta - Clayday of Fertility Week. High Holy Day in Earth Season. (Dorastor: Land of Doom, 117) Eurmal - Variable: Determined by individual trickster. (Sartar Companon, 257) Foundchild - Three weeks prior to Sacred Time, and Sacred Time (Gloranthan Classics, Griffen Mountain, 29-30) Heler - Water Day. High Holy Day is variable. When first rains fall in Fire Season. (Sartar Companion 264) Krjalk - None (Lords of Terror, 58) Lanbril - Wild Day of Disorder and Illusion Weeks. High Holy Day is Variable: Determined by Priests (Pavis: Gateway to Adventure 377) Odayla - Freeze Day, Disorder Week, Sea Season. Water Day, Fertiity Week, Sea Season. Fire Day, Harmony Week, Fire Season. Wild Day, Illusion Week, Fire Season. Wild Day, Disorder Week, Earth Season. Wild Day, Mobility Week, Earth Season. Freeze Day, Disorder Week, Darkness Season. Clay Day, Death Week, Darkness Season. Wild Day, Harmony Week, Storm Season. Gods Day, Harmony Week, Storm Season. High Holy "Day" throughout Death Week in Storm Season. (Storm Tribe, 144-146) Pocharngo - Variable: determined by Priest (Lords of Terror, 66) Sun Dragon - None specified (Gloranthan Classics: Pavis & Big Rubble, 104) Telmor - Wild Day. High Holy Day is on Wild Day of Motion Week, in Stomr Season. (Dorastor: Land of Doom, 119) Vinga - Variable. High Holy Day celebrated when first Defender Storm strikes. (Storm Tribe, 172) Yinkin - Wild Day, Stasis Week, Sea Season. Fire Day, Harmony Week, Sea Season. Wild Day, Harmony Week, Earth Season. Freeze Day, Disorder Week, Darkness Season. Death Week, Storm Season (Shared with Hunting Gods.) Water Day, Fate Week, Sacred Time. Winds Day, Fate Week, Sacred Time. High Holy Day on Fire Day, Harmony Week, Storm Season. (Storm Tribe, 184-185) Zong - Unknown, same as Foundchild? Similar description. (Troll Gods, 69)
  13. Sorry to bring this back, but I was rereading Pavis: Gateway to Adventure, and there was mention of Rain Man the little brother, a spirit associated with the Air Rune (page 53), there's also a mention of Rainman in the guide, at the Bison Khan and Rainman Grasslands. Is Rain Man a Praxian title for Orlanth, a subcult, or one of his associated entities?
  14. Here's the ones I can find sources for: Blackfang - Spirit and Disorder (Pavis: Gateway to Adventure 170) Dorasta - Earth, Plant, and Harmony (Dorastor: Land of Doom 116) Hykim & Mikyh - Beast and Spirit (Guide to Glorantha 150, as Korgatsu) Shargash - Disorder, Fire, and Death (Guide to Glorantha 152) Third Eye Blue - Law and Movement (Sartar Companion 173)
  15. Not quite. But it may not be as simple as this. The story takes place in the Golden Age, back before the Brithini had become the Brithini, back before the gods rebelled, back before anything bad happened. This was the time of Zzabur, Dronar, Enroval, Worlath, Malkion, and the other Erasanchula/Runic Beings/Gods. The Brithini might record that Urox (maybe under a name like Aurosh or similar) was one of the Gods who went to teach the beasts how to be true men, but became corrupted by their bestial nature, joining with their pagan ways.