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Tindalos

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Everything posted by Tindalos

  1. Hero War's usage of the cult gave a lot of people the impression it had survived, what with it not being set in the resettlement saga. Given your post on facebook, as quoted here, it seems like Yelmalio is the Lightfore, and not the sun though?
  2. The rulebooks around the time probably had more of an in influence on that, and previous notions of Sun worshipping hill tribes in Cults of Prax.
  3. They're also not that friendly. The surrounding tribes are hostile after all (RQG pg 108, GtG pg 189)
  4. Here's an old bit by Greg which mentioned Windmills, Between the devil and the dawn age. It wouldn't surprise me if windmills are viewed as sorcery, seeking to tame the winds, and are usually found only in Brithini territories.
  5. Hyalor's always more of a hero (and a confusing one at that, some texts have him as their king at the dawn as well. I'd suggest that Hyalor Horsebreaker was a hero of Jardan (or whatever sun god is dominant in the area) and is often synonymous with that god, can be worshipped for the spell of Command Horse. In Grazer culture though, it was the younger brother, Dastal who went further and befriended Arandayla, making a proper alliance. And this is why the Grazers have the best horses, because although others worship Hyalor in their foreign ways, none have actually befriended the Horse Mother like they have.
  6. Many of those are also found in King of Sartar, which helps. A lot of those names are associated with stages of Yelm's cult progression in RQG. Dastal the Hunter = the Youth. It's noted in WF#11's description of Yelm that the nomads call this stage Hunter. Jardan the Warrior = the Archer. Henird the Leader = Sun Lord. Patron of War Leaders, Chiefs, and Kings, it's easy to see Henird as the Sun Lord role. Josad the Elder = the Elder. RQG also has La-Ungariant as a name for Ernalda, or Dendara. (Page 116) If you want to incorporate those other spirits mentioned in the Voices, I'd say: Jardan can also be worshipped as Yelmalio/Kargzant. As Voices notes, he rides across the sky at night keeping a lonely patrol, associating him with the Lightfore. This would also explain Voice's and KoS's Golden Bows as separate to shamans, they're the ones who worship Jardan enough to separate themselves into the cult of Yelmalio rather than Yelm. Folorene, as the patron of Wanderlore and thus movement, and given her rune is an air rune with the sun's rays; I would represent them in RQG as a worshipper of Vinga. (Orlanth is noted as a cult worshipped in the Grazelands. Although probably referring to the Vendref, he's not mentioned as one of the cults worshipped by them on page 116). Naturally that would make a logical cult for Grazer warrior-women as well, as well as other outcasts who question the heavily traditional nature of Grazer society.
  7. Certainly you can take the Sourcebook as agreeing there: (Page 13) (Of course, the Golden Bow is also connected to Jardan in King of Sartar page 90, who seems another Lightfore god) On the other hand, it's mentioned that Yelm is the ruling god of Pent. And of course, Golden Bow is one of the gods worshipped by the Pentans (GtG 364, but see above).
  8. Given the description of Kargzant in the guide and how it defines the life path of the Pentans, it's pretty clearly the same as Yu-Kargzant. It's possible that it's dropped in Pentan due to Yu meaning Imperial, and getting associated with their Dara Happan rivals.
  9. On the other hand, the equivalent of Rune Spells in HeroQuest seems to be more like Feats, given how both are described. (Channelling full power of the god, becoming them manifest in the world, never an invisible act, connected with a particular myth.) This fits given how sparingly Rune Magic was given out to initiates in older editions. So HQ Initiates are far more like Lay Members in RQ:G, access to cult spirit magic, but no Rune Spells.
  10. There's also the section on the Young God in GRoY (page 69), where Lightfore's path through the heavens tells the story of the Young God, aka Yelm. It does mention that the stories used to be told about Kargzant before the anarchy year "turned everything around", and that path is also the way of life for the Nomads. The Perfect Sky (page 50) is even more interesting, as Lightfore and Kargzant are originally spaced out so that when one sets, the other rises, only to eventually merge into one. This happens in ST111, at the same time as Antirius is said to rise, suggesting the renaming occurs then. And even more amusingly, that document doesn't record the actual dawning at all.
  11. Tindalos

    Thorn Top

    It's on the map of the Colymar and surrounding tribes included with the adventure book. It looks to be one of the Thunder Hills, along with Hound's Knob.
  12. This reminds me of the guide's description of Esrolia. "Although Esrolia is primarily rural and agricultural, it has a large urban population. Nearly 200,000 people live in Esrolian cities, almost 10% of the total population." It's kind of amusing to think that Esrolia is far less urbanized than Sartar. Even with the power of the Sartarite dynasty. In this instance, it may be a result of the destruction of that very dynasty. Even as far back as WBRM it was known as a "ruined kingdom" that many natives left. It could be a case that there was a serious decline in population from the countryside to the cities and neighbouring lands. Certainly, it's clear Sartar is not in a normal state in most times we see it. It's consistently made up up tribes, which it's noted (GtG 34) will collapse into clans when not dealing with outside pressure. It is possible they're a later re-emergence (perhaps after Tarkalor's defeat at Grizzly Peak when the strength of Sartar started to wane) although other sources do mention them throughout the entire dynasty's reign.
  13. Agreed. 3000 more dragonewts in dragon's eye is very likely not just a sign of immigration.
  14. Well, baboon troop are counted as one of the independent tribes of Prax, so using the history for Praxians as a basis may make sense, with allowances for non-human superiority.
  15. While the art may be undecided, the text on page 114 of RQG does say "Adults are marked with tattoos of their gods, clan, warrior society, personal Runes, and other magical symbols."
  16. It refers to Mongoose's edition of Runequest. Done with a view quantity was more important than quality, a lot of the books aren't viewed too fondly to say the least.
  17. My guess is many inns will likely be built the same as other steads, just larger than most: with the area usually used for storing their own herd animals turned over to care for guests. YGWV but in the Coming Storm it talks about how Geo's followers were the remnants of the Sanchali Tribe, turned into a mass hospitality cult. On one level, it's possible they still function similarly to then. Each inn/stead was started by one family from the Sanchali, and still carries its bloodline. But through the power of Geo and Sartar, they are able to survive, thrive, and support others with their hospitality. It wouldn't surprise me if Geo's inns only accept Sartarite guilders due to magical oaths, enhancing the coin's power.
  18. If you don't like the idea of the guide, cults of prax, etc being wrong; you can view the Issaries rune as representing the part of Harmony referring to harmonizing people, rather than flesh, etc. i.e. the "communication" rune name of previous editions, in a similar way to how the guide has Light as a division of Fire/Sky without any heat. Ruleswise, it may have no effect, but it can be a useful reminder that Issaries doesn't have any special influence over mending wounds and the like.
  19. Well, Create Taste would make sense as a basis. Temporarily creating a reality where the water is in fact cognac.
  20. Of course, until fuller sorcery rules are done, or ones suitable to taste come out, it could be possible to make a "cult of Idovanus" for the Magi, that teach rune spells that simulate suitable sorcerous effects, in a similar way to the Flintnail's cult's rune magic.
  21. The entire Windstop was actually accidental on the Lunar's part, and they just claimed credit for it. Turns out Broyan, in doing the whole Vingkotling kingship thing, had been drawn into the mythical role of Orlanth. When the Lunars opposed him, they increased the mythic resonance around him, increasing the certainty of that role. Then when Whitewall fell, and Broyan and his supporters escaped, they did so via the Underworld. At which point, the universe, seeing Broyan and Orlanth as the same, went "Orlanth is dead!" And assumed the Great Darkness was happening, creating the Windstop.
  22. It's noted on page 284 that Major temples have shrines to one of the allied cults, while Great Temples have shrines to all of them. So, with your example of an Issaries initiate, they would find a major temple with an Orlanth shrine in it to learn Flight (as mentioned on page 283. In fact the example given there is an Issaries merchant learning Flight at the Boldhome temple of Issaries.).
  23. (In what might possibly be the most petty of the points so far...) Page 91 - Summon Ghost. The spell says that the deceased must be in the Fourth Hell. But the guide (page 678) mentions that the souls of the dead live in the Third Hell, and that the Fourth Hell is where all undesirable things (such as hunger, madness, fear, and disease) are imprisoned instead.
  24. Good point. Both of these: Are with adobe acrobat reader.
  25. Page 46 - Elklegs. Is it intentional for this spell to lack the Beast Rune?
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