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Tindalos last won the day on December 30 2018

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About Tindalos


  • RPG Biography
    Longtime roleplayer, grew up with parents as players.
  • Current games
    HeroQuest: Glorantha
  • Blurb
    Fan of cthulhu and glorantha.

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  1. Children are sometimes worshipped through their parent cults, most notably in RQ:G with Issaries at the moment. Certainly after reading through the Entekosiad you could interpret ViSaruDaran as Lodril, and Turos as one of his children. I'd say an important fire spell for all Lords of the Earth would be Earthwarm, both to protect the fields and to let you sleep outside comfortably.
  2. The HQ1 write up has Gerendetho as almost a child/subcult/aspect of Lodril and Oria (compare him to Navestos to see the shared connections) so I imagine using Lodril's runes as a basis could work. Runespells such as Sureshot, Create Fissure (likely accompanied by volcanic gasses), Shake Earth, Bless Animals (specifically goats), Charisma, and Reproduce. Maybe Earthpower as a gift from Oria his mother or the Earth goddess of Kostaddi (maybe Senkana?)
  3. I'm not sure, since Prince seems to be a separate word from Dar/Chief (SKoH 84, and here)
  4. Ernalda can have male God-talkers, who may possibly fulfil the Priestess requirement.
  5. Lifebringers are mentioned in the History of the Heortling Peoples. (14 has Lifebringer Missionaries near Dorastor, 35 has Harmast going on the Lifebringer Quest, 102 mentions the Esrolians had their own myths surviving separately to the Theyalan Lifebringers.) In the Book of Heortling Mythology it's mentioned quite often as well.
  6. Honestly it wouldn't surprise me if that's what the valley once was, a form of tarn carved out by its own little darkness era glacier coming down from the mountains. Maybe chewed away by the trolls. It's worth noting that the guide describes it as an Endorheic basin, which aren't exactly known for having rivers that leaving them, which leads to some interesting questions about the lakes between the Rockwoods and the Mountains of Shadow.
  7. Interestingly Yelm (at least in the cult compendium) is served by various furies, with at least one type being winged. It's possible Magra herself was one of these furies who was corrupted by Chaos, birthing the mortal race of harpies in her image to terrorise humanity. Their love of shiny objects being a reminder of the imperial splendour their mother once enjoyed.
  8. Unless Verithurusa is Vinga.
  9. I'm not sure about the Teshnos reference, but the Bestiary does mention them living in the forests of southern Genertela, which would include Caladraland.
  10. Certainly the Blue Men the Thinobutan deserters sail away with could be Waertagi, given the Vaybeti's close connection to the Tadeniti (given they spied on them) And certainly the God Learner map would be inaccurate as to the location of Thinobutu, given it's said to lie under the Marthino Sea (and is likely its namesake) I agree that the Vaybeti Isles were south of the central line, in part as it's depicted as south of Mostal's Mountain/Tharkarn/Curustus/The Captstan, which became the core of Jrustela. I just think they may have migrated northwards and the islands are completely different to the Kumanku Islands. (In any case they were likely extinct before the current crop of Thinobutan settlers came in the dawn age) Back to Caladraland itself, other cults found there include Ernalda, Barntar, and Flamal, specifically in Vinavale (the northern most, most populous portion of Caladraland), with Thelos (the capital) also being the home of the Free Father (god of wine, fertility, and freedom. And the son of Ernalda and Veskarthan)
  11. Honestly I doubt it does. Vaybeti and Thinobutu were contemporaries in the Early Storm Age (GtG 684). The Vaybeti Isles were destroyed by then in the Landraising well before Thinobutu was sunk, and it's more likely that the Vaybeti became the ancestors of the "Friendlies" of Slon (who worship Lodril) and any pre-Olodo Jrustela inhabitants. It's possible they were isolated Tadeniti, and noting on page 686 the Mostali created Tharkarn Isle to divert Churkenos, it's possible that the island itself was Aurelion's Breakwater. If the Friendlies are descendants of the Vaybeti, it could be that Odendva Golden Diamond Dwarf, who'd tamed the humans before time (518), may be the Man of Gold.
  12. Have some rampant speculation on the nature of the twins: Just as their cult merger was a God Learner experiment to control the locals, so were the original cults themselves a Mostali experiment to control the locals. At the dawn, the people of Caladraland worshipped Caladra (along with Veskarthan and Kudja) and obeyed the instructions of the dwarves of the Vent (GtG 711), with the dwarven settlement's true name being Deziramko Cho Al Kalad (708) providing a potential link between Caladra and Kalad. This gets more interesting with Aurelion, whose original worshippers are likely the inhabitants of Jrustela (given the presence of Aurelion's breakwater on the northern side of the original continent, and now the island of Golathos) The breakwater's also known to have the remains of a golden sun god beneath the waters (508) This can then be potentially related to the myth of the Vaybeti and the Man of Gold (Middle Sea Empire 8.) The Vaybeti were a human people, inhabiting islands to the south of Tharkarn which was the mythological name for Jrustela. These humans were in a miserable state until the Man of Gold arrived and gave them civilization, teaching them to hunt, build, and spy on their Malkioni neighbours. Some Vaybeti got blown off course and arrived in a strange land filled with fruit and other plants and brought them back home. The Man of Gold returned and got angry, took all the plants and loaded them on a stone boat which sailed off. It seems logical to me that the Man of Gold was a Gold Mostali (hence the stone boat, and the hatred of grown things) who helped the local population, and became remembered as Aurelion (what with the linguistical connection to Aurum) and likely Caladra followed a similar origin. When connecting this to the myths of the cult (Using the Cult Compendium version, starting page 221) we've got Aurelion's Breakwater being erected to protect against the floods -- a possible connection to Somalz, the great Mostali landraising project which formed a new cube of perfect Earth, with the breakwater being its northern edge. As well as this the cult has an interesting relationship with earthblood, firebone, and diamonds. All things commonly connected to Mostali (what with wanting oil and coal for their designs, and trading gems such as diamonds so much that Deziramko Cho Al Kalad is commonly just known as Gemborg.) They have spells to find these things, as well as other gems and gold, skills with identifying minerals, and of course Mostal being an associate cult.
  13. There does seem to be a distinction between the chaotic undead (ghouls, vampires, dancers in darkness) and non-chaotic undead (skeletons, zombies, mummies revenants,) Probably due to the first lot being between life and death, and the latter group being dead but animate. (Either purely through magic, or by the original spirit in the case of revenants.) There's also wraiths, but they're a different subject. And it's interesting to note that revenants don't possess the Undead rune (unless they somehow possessed it in life?) and so likely wouldn't detect as Chaotic either. (And given the subject of the thread, it's probably important to point out that the rulebook's sorcery spell of "animate dead" doesn't seem to create an undead being, just forces a dead body to move, and seems to have more in common with the old sorcery spells of Animate [Substance])
  14. I'd go with the former, if you're a speedster then that's important enough to be a keyword. Yes, that can make them very powerful, but I'd also say that the keyword itself can be a weakness. Both in personality (speedsters are often impatient, reckless, and easily irked by their slower companions) and more drastic manifestations (like a crippling weakness to some type of object.) And of course the usage of other keywords can be encouraged. Many secret identities/dayjobs can have skills and connections that raw superpowers can't match.
  15. Umatum, the first rebel and the wrong air. (GRoY 14, "The Other." Unnamed, but easily identified)
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