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Tindalos last won the day on September 13 2017

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About Tindalos

  • Rank
    Senior Member


  • RPG Biography
    Longtime roleplayer, grew up with parents as players.
  • Current games
    HeroQuest: Glorantha
  • Blurb
    Fan of cthulhu and glorantha.
  1. Mallia before joining the Unholy Trio

    She's also described in the Book of Heortling Mythology (158)
  2. Some observations and theories on Zolan Zubar

    According to Sartar: Kingdom of Heroes, the Tusk Riders themselves believe otherwise. ("Others say that our race was created by the Empire of Wyrms Friends and is a hybrid of humans and Uz. We know this is a lie; we were created from the vital fluids of the God of the Bloody Tusk, who said to us, “Life is simple. There are hunters and prey. You are the hunters.”") Now, interestingly, but only tangentially related: Karastrand Halftroll (listed in The History of the Race of Trolls) is mentioned in the new Glorantha Sourcebook as leading the "giant boar-trolls of the ivory plinth, who formed the nobility of trolls north of the Stinking Forest." Now, regardless of their heritage, the aramites would hardly qualify as giant, even by human standards. Their position of nobility is also interesting.
  3. Brithos divided

    Personally I view it as similar to being the father of X. So Xemela may be the Ascended Master of Healing, and her teachings may be usable as a grimoire, but she's no more worshipped than Hippocrates.
  4. The Praxian Tradition

    According to the guide, the Orlanthi know lightfore is Yelmalio, while Elmal is the sun. Of course they're likely interchangeable on that front depending on who's in power.
  5. Prax and the thousand questions about the place.

    Sartar: Kingdom of Heroes mentiones Eiritha as the Cow Mother (p241), making it likely that the Orlanthi view her as Uralda. That's certainly the view taken in King of Dragon Pass as well. They both are the wife of Urox after all. I do wonder if there's some connection here to the old (and likely no longer canon) Orlanthi subcult of Orolmarn. There's a myth about him engaging in a contest with the lord of beasts, wagering their own children. This being how Orlanth won all the useful animals for the Vingkotlings, only losing in the contest that sent the beastmen away. If the lord of beasts was Storm Bull, then one of his sons would be Waha, which would likely strengthen that subcult's magic.
  6. Prax and the thousand questions about the place.

    Probably linked with Talosa, the daughter of Ernalda, mother of snakes, and mother of the serpent-like earth elementals called Talosi. (Who the Serpent Guardians may be powerful examples of.) My guess is that the watery serpents are a different kind beast to snakes; connected more with the draconic than the reptilian, in the way of Aroka, Oslira, Lorion, Sshorga, and others.
  7. Certainly there's some "natural blue" Orlanthi. But they tend to be Helerings. Interestingly, with Heler it's noted in the prosopaedia that he is never shown with weapons to show that his blueness isn't woad, as woad is used only by warriors. It's possible that because of this, depictions of Orlanth as Orlanthcarl, Allfather, and similar wouldn't have blue skin. (Looking more like Barntar's ruddy skin in the sourcebook.) Obviously, YGWV here.
  8. For Orlanth's blue colouration, I'd look towards woad. (Or vice versa - woad is actually to imitate the appearance of Orlanth) As for the arms, while it wouldn't surprise me if four was a sacred number to Orlanth (with representing his aspects, or his four weapons and thus mastery of the other elements) it's probably just to hold all his stuff. I mean, he's got to hold the thunder, the sword of death (when he's got it), the lightning spear, the dragon head, shield of Aran, bag of winds, the axe of earth, and many others beside. Having multiple arms is very helpful.
  9. Prax and the thousand questions about the place.

    Was looking at the tokens here: https://boardgamegeek.com/image/1389650/nomad-gods?size=large The one at the bottom of the Impala tribe's group, next to the Impala shaman/fetch and what I'm assuming is the Star Witches. And sorry, I meant the Apologia and Explanatia near the start, page 4. "There are several playing counters that are included among the pieces but which are not given any rules in this booklet. Among these are the Redwood. the Charioteers, the Spider, and so on." Ahh, thank you very much!
  10. Prax and the thousand questions about the place.

    What's known about the Charioteers? They got a token in Nomad Gods, and were mentioned in the introduction, but I don't believe they ever got described anywhere.
  11. Mysticism Rune

    Well mostly. The Eternal Battle Rune stayed around, and it's one of those highly personal very specific runes typical of HW/HQ1.
  12. Pentan religion

    Technically there are some differences according to the rules. Charms have taboos, spells can't be stretches, and glamours have their own special restrictions.
  13. Pentan religion

    It is in the Guide, under the description of the Spirit World (pg 160) so it's still canon. From what can be seen in Sartar: Kingdom of Heroes, in the Cults of Sartar chapter (pgs 105-113) and later in rules and mechanics, the difference comes down to two things. The way you worship them, and the magic they grant. The magic is the easiest way to view things: deities grant rune magic (e.g. Humakt, Elmal, Heler), while great spirits have ranks of spirits following them who shamans and medicine men put into charms. (eg. Kolat and Telmor) Equally, the method of worship seems important. While deities are usually sacrificed to, spirits are worshipped using ecstatic adoration (A form of mass celebration involving trance inducing methods.) Those beings who grant both forms of magic (In SKoH: Odayla and Urox/Storm Bull) are worshipped in both methods. Of course, even in that book there are outliers. There's non-ecstatic adoration which is used by the Seven Mothers, Red Goddess, Flamal, and Chalanna Arroy.) And then there's Yelmalio, who's listed as a spirit, but grants rune magic, and only accepts sacrifice. And I've never seen him being referred to as a spirit elsewhere.
  14. Prax and the thousand questions about the place.

    I was wondering, are the Praxian clans depicted with counters in Nomad gods all of the clans? (So 18 Sable clans, 14 High Llama, 30 Impala clans, 19 Bison clans, and 19 Morokanth clans) Also, how common are wild/unguarded herds in the wastes? If you spot a herd of impala, should you be expecting them to be owned?
  15. The Eleven Lights artwork

    How I see it is ideally an Orlanthi stead should occupy a rough square, an Earth Rune. Unfortunately, geography and wealth don't always allow for the entire square to be built over. So what's often done is to have half a stead occupied by a hall/longhouse. The other half may be occupied by cottar's cottages, animal pens, or gardens. And in hill forts, you'll often see them not being in a square, since it's difficult to get a proper square in a spiral. You'll often just see clustered buildings surrounded by a fence to mark off a stead. The map of Dangerford in the Coming Storm (page 76) shows a few of these off. Geo's Creek Inn in particular shows signs of developing into a proper squarehouse. Another example comes later with Stonegate Fort (page 112) where many are developing into proper houses. (Note how even in King of Dragon Pass, you can see a roughly square portion of land around the buildings. Although this is probably just due to how the forts are set up.)