Jump to content

jeffjerwin

Member
  • Posts

    1,338
  • Joined

  • Last visited

  • Days Won

    20

Everything posted by jeffjerwin

  1. I painted these for my daughter and I for our game. The girl in the rainbow dress is Kora, wearing Sacred Time robes for her role as Voria; the alynx is "Fluffy" - not my first choice of name, an intelligent member of the clan thanes; and the fierce looking redhead is her father, Rolan, chief of the Gavrenings. Anyone else got some little guys or gals they want to show off?
  2. I have found the central portion of the map via the internet archive, at any rate: https://web.archive.org/web/20031214194855/http://home.swipnet.se/bagog/rq/tidn/heort_b.jpg This was apparently the excerpt published as a sample by the TT website when it was available for purchase there. In any rate, it contains a large amount of the information I'm looking for.
  3. The Tarsh map in Sartar:KoH is clipped from the original by Wesley Quadros and thus is missing a fair bit. It's easy to find around the net however... I have HotHP and thankfully I can read the map therein. Tracking down the Bray map of Heortland is a long term goal, but since the part where my campaign is set (the north) is on the Dragon Pass map and covered by multiple other sources as well, this isn't crucial.
  4. The Guide, of course, is canon and these are not, but several are actually more detailed than the Guide/Argan Argar Atlas. The Heartland and Tarsh ones in particular... So they're a bit useful for someone doing a game in those areas who is either a completist or wants to avoid reinventing the wheel in terms of place names of towns, sites, and villages.
  5. Sorry about the off-topic aside here, but If you substitute a magisaur in there and delete the Mostali I believe you've described a party in one of may games long ago...
  6. I believe the original and correct pronunciation is Huey-makt.
  7. Also, this is my extremely tentative Theyalan word and root list: al plant alda grower, bearer aldra tree -and, -anth ?mighty, great [viz. Andrin] -angar ar- fixing, holding -ar clan, binding, gathering, plural group suffix arkat, argrat[h] liberator [binding-breaker] -arsh[a] ruler, builder as-, -asar -asin bab[h]a axe, adze, rel. to Aldryami ‘pierce, stab’ ba-be bar- [verb] to cut, plow -born bran bronze, ruddy bren- broya- coli-, coly-, koli- dalya- da[r]- [verb] to judge, decide, think dang dar chief -doli, -dola dona[r] [verb] to make music dor- droga[r] [verb] to write, record el- light, brightness elas-a inspiration el+lasa elga- -elya,-alya sky, celestial elm[a] sun -endol -endra en- stream, flow eng- river er- feminine prefix? es-, as- rich esel treasury, storehouse, subterranean granary eser barley esta- eva, evi, -of sheep ezz, izz sky [viz. elya] [Kitori dialect?] fin mountain fral- predator -ga daughter, maiden gand- [verb] garn gav[r] [verb] to hunt gard -gart[h] breaking, dividing garzeen middleman, ?apportioner -gi son, youth -gor[a] woman gord- gust- beater, hammerer? hara beloved [lit., dear friend] har- [verb] to agree, befriend harl harst barter -hart, he[o]rt hel[a] rain, water, sweet (fresh) water hend- burn hendrik burner hev[r] [verb] to chase hu- sword hyal- horse in- ing[a]- child inta- jan- jen- jolsa[r]- [verb] to flay, skin jolsedar ‘brain-flayer’, lit. ‘flay-thoughts’ jora- jost -ka respectful feminine suffix kal- deep, high, intense kali, kala mighty, great, excellent kar high, first karulinoran first stead [of Orlanth] kero, kora lady ki shadow korl shout -la a feat, secret, mystery -lai, lei –lain jump, kick -lant[h] mastery -lar[n]- travel? lhank- comprehension -lusu trickster -lyr, -lir mag-, mak- ocean, salt water? maho- hearth makt warrior man[n]- bondsman manis- mar mara[r] [verb] to shake, tremble mas[t] -met minlis libation mo- emotion mola[r]- [verb] to dance [mo+la[r]] mur- cat, purr na mother nana mama neva ewe oda- bear or air orl wind, voice, spirit qui- -ra, -sa female suffix, -er, -or, -ess, -orix ran-, -ran stead, farm? -ren beast, domestic creature reda, redi (horse), lit. mare, stallion -ri, -si male suffix –er,-or -rick, -reik, -rik -ries trade? roba- ros- sart- skova[r]- [verb] to entertain, delight -sta -stal[i/a] stard- -sten -tal[os] tar- blue tark- tarkal- ?enamel, dark blue tema[r]- tor, ter lord, master tossi ul-, ule[r] desire, to love, genitals, commune [root word] ulin- community, clan ur- male animal, randy, penis urol ram umat[h] storm vale, vala- vel- wild ven ver- vin- red, red-haired (auburn)? vor- boy vora girl -vos yink alynx yuh- gold, yellow
  8. Indeed, when I was working with ICE on MERP, this was the guy to communicate with: http://tolkiengateway.net/wiki/David_Salo. He's pretty prominent in the Conlang circles. Here's his blog: https://midgardsmal.com. You could also visit Ardalambion at https://folk.uib.no/hnohf/, which is amazing.
  9. Talk to https://basicroleplaying.org/profile/5189-septimus-kendaro/. He created that very useful tool.
  10. Which explains why I don't have one either, though my copy is from eBay. Further research suggests it was sold separately on the TT website or distributed at conventions as a companion to the issue. But I'm entirely sure.
  11. I need to hear about this one.. First I've ever heard of that. I have them somewhere.
  12. Well then. Who has the rights to it? Issaries and thus Chaosium? Wesley Quadros - or is it Simon Bray, the cartographer? It looks like Tradetalk used to sell them direct from Germany.
  13. Heroforming Vingkot: A Discussion of Broyan’s Biography If Broyan became a Vingkotling/Kodigvari king by heroquesting, he had to seize upon certain actions and events to define himself that way. 1. Birth. Vingkot was the son of Orlanth and a woman of the On Jorri, Janerra Alone. The name Janerra appears in various variations fairly frequently among the Hendriki – that is, we have Queen Janerra in the Bull War, a figure we ironically know a little more about. Janerra was either named after the On Jorri woman or was her lineal descendant (in myth these are much the same thing). She may have had a matrilineal line, as with the stories about Argarth’s mother and the Sartari. This would make her ancestor one of Vingkot’s full sisters [could be Vinga] (!). As pointed out by Mr. Jajagappa, Ernalda, as we know from the many parallels the Herakles legend, and in Glorantha, Orlanthi law, would have cursed Vingkot and his mother for Orlanth’s adultery. The name Janerra “Alone” surely means she would not marry. The On Jorri, of course, have been speculated to have been an Earth clan from Holay or Saird. If Janerra of the Volsaxi had a tradition of being descended from the On Jorri, she certainly manifests her ancestress’s characteristics of pride, sexual transgression, and beauty. 2. Childhood Gospel. Vingkot, the son of a God, is able to do marvels. [This is simply an assumption based on RW mythology.] In this case, the parallels are with Herakles and Jesus. Vingkot is either raised by his mother alone, or by a foster family to whom he was secretly given by Orlanth. We’ll note that Broyan was born in Markdale, in either Sylangi or the borders of Volsaxi territory. Heort’s Laws make illegitimate children a part of the mother’s clan. I strongly suspect Broyan was a child of a single mother, whose married lover died at Caroman Pass in 1602, or at Grizzly Peak in 1582. (Still working out the dates, but the latter works very well, as Grizzly Peak… was Vingkot’s northern stead and possibly the site of his death by being burned alive). If Broyan was born in 1582, and his mother did not abort him specifically because her lover died fighting alongside Tarkalor, he would be 35 when he became High King at Whitewall. That’s a very likely sounding age. As such Broyan would have been told about Vingkot’s bastardy to give him spirit to resist the taunts of his playmates and bullies. This would have set his path in motion as he identified with the bastard son of Storm. Moreover it would have given him a powerful desire to have a “father” – and the willingness to invent one in his childhood fantasies. 3. Initiation: If he was born in 1582 he would have been 15 in 1597. I’m leaning toward this date. If he was a youth and initiate his first wartime experience would probably have been with the two hosts of Volsaxings that fought the Lunar Empire in 1602 [he would have been 20] at Quackford and Caroman Pass, in an unsuccessful attempt to relieve Salinarg at Boldhome. These battles were a disaster for the Hendriki. I doubt if had manifested the Rune yet. 4. Receiving the Vingkot Rune. This heroquest is perhaps the one with the most possibilities. We know Harmast Barefoot accomplished this (by accident?!) after his initiation at the Verge. Kodig went, we may note, got the runes from his father at Arrowmound. ‘After Kodig proved himself, Vingkot took Kodig to Arrowmound. There Vingkot marked Kodig with the same secret runes of power that Orlanth had marked Vingkot with. By doing this Vingkot shared with Kodig with his powers of kingship.’ [BoHM, p.91] Note that the Rune is not the same rune as the basic tattoos of the Vingkotling tribe, or else Vingkot would not have given it to his son in secret. The Vingkot Rune, which is well known (now), is a Air Rune marked with three spokes extending from the top and lower left and right [Air + Mastery]. However this rune is discernable in many Lhankoring maps found in HotHP and other sources. Harmast’s Rune was unknown to Hendrik. Both the Verge and Arrowmound are relatively close to Broyan’s stomping grounds in Volsaxiland. The Harmast-based heroquest, though probably more dangerous, has the advantage in specifically being a quest that intentionally or not made the enactor (who was not born a Vingkotling) a Vingkotling with the secret rune. Broyan (like Argarth) had a profound experience in his initiation: we know this because he had extraordinary command of the wind and mastery thereafter. Whether he got drawn into Harmast’s initiation journey is unclear, but since there’s no reason to believe this could have been done deliberately, we can’t be sure that Broyan didn’t repeat the quest at the Verge site. There are a number of aspects of the Verge that are useful to this… Chiefly, the Verge in c.1602-1613 is still under the control of the rebel Dundealos, who, like the hero band that undertook the quest in the First Age, were on the borders of a vast northern Empire – the Bright Empire. The other reason is that the Verge is very close to Hendrikiland and is accessible through the summertime passes in the Storm Hills, via Gutlig Pass, the Skullpoint Pass, or Eurhol’s Vale. Harmast’s initiation was very dangerous as it was assaulted by Lokomayadon himself. This means no doubt that a Lunar magician and his band were drawn into the hero quest… Dating Broyan’s second initiation and adoption into the Vingkotlings is difficult, but I’d put it no earlier than 1608-9, when he (if we accept my dates) was 25. 5?. Broyan beheads/binds his Wind Spirit. This event is clear from the illustration from the Guide, p.250. I haven’t any information that links this to Vingkot, but the spirit he bound could have challenged his claim. 6.- Heroforming/questing events Broyan might undertake as Vingkot’s mortal proxy: (dating uncertain) Vingkot receives the Sword and Helm from Gustbran. [Note my theories, however, about the Sword and Helm heroquest, where Broyan might also have entered the story to gain these objects.] In hero quests, of course, one carries the objects intended to heroform the artefacts from the Godtime into one’s quest. Broyan therefore probably commissioned recreations from the master smith of Smithstone, Gustbran’s sacred forge. Vingkot kills the Grizzly (at Grizzly Peak in Tarsh). This is a defining moment in heroforming Vingkot, as it extended his sovereignty to the North. If his father died here Vingkot might visit to repatriate his ashes/bones. (If we posit he was illegitimate, his father’s ‘other family’ might seek to possess the ashes as well.) If Broyan sought his dead father this would conceivably reenact the quest of Heort at the Hill of Orlanth Victorious/Desertus, where he laid to rest the ghost of his ancestor. Vingkot marries the two daughters of Tada after completing Three [Impossible] Tasks set by their father. I suspect he courted both and ended up marrying both, and established two steads to house his two families: Grizzly Peak in the North and Orin Jistil in what is now the Upland Marsh. Tada, of course, may be met at his grave in Prax. He kills the dragon Zaranforis in Peloria. Zaranforis is an ancestor of wyverns. The Lunars have a military formation that rides wyverns… [This suggests the Lunar conquest of Prax, in 1610.] He fought the Darkmen and the Iceman. The former is easy, given the proximity of trolls to Hendrikiland. The latter… perhaps involves a visit to Inora’s summer home in the Storm Hills. 7. Broyan takes in Leika and Kallyr. This was in 1613 or a few years later. Broyan would be 31. He has enough influence to harbour them in Hendrikiland but isn’t necessarily king yet; I think he was still the notorious leader of a heroband. This heroband would be modeled on Vingkot’s Staple Ring, naturally. 8. A Tarshite report describes Broyan in 1617: ‘One of the Kethaelan petty warlords was a powerful warrior named Broyan Volsax, who had discovered sacred artifacts of ancient kings and become very powerful. He had convinced many people of Heortland, the land atop the eastern plateau of Kethaela, that he was the reincarnation of their ancient ancestor, King Vingkot and claimed to bear the long‐lost Sword and Helm. This is the same demigod who had fought so hard against our ancestor, Brown Sanak Gorolfsson, the Son of Summer who rescued us from the Rebel Gods. Broyan had unified many Orlanthi clans outside of imperial control and his raiders were disturbing the peaceful tribes of Sartar. Even more problematic, Broyan was providing support and aid to the remaining rebels in Sartar.’ [Composite History of Dragon Pass, King of Sartar, 2nd ed., p.137] 9. Vingkot turns back Worcha Rage at Whitewall by hero-forming his father [summoning Orlanth]. This is clearly part of the Siege of Whitewall and battle with the Crimson Bat. [to be continued…]
  14. Does it include the map, which was later sold separately?
  15. I can't really answer this. If we were going to put them in some sort of best to worst order I could maybe address it. My best experiences playing were with RQ2. But that's in the golden haze of nostalgia, playing with my dad and brother (and later, sister) as a kid. Part of the reason it was a hit, however, perhaps most of the reason, was Glorantha. The percentage based skills were also easy and approachable for a kid who had played AD&D but still didn't "get" all of that game's rules. We switched to RQ3/AH when that came out, which kinda helped for certain things but caused other stuff to get needlessly complex. Sorcery didn't make sense to me until I was an adult, for instance. I've also played Renaissance and mined it for stuff when running CoC in my Elizabethan game. It's easy, not too much work, and handles a few things better than RQ2 or 3 - belief and character generation in particular. Still, the pleasant notion of a real, supported foray into the wilderness of Genertela is pretty appealing. In my experience, RQ works really well for the sort of low fantastic stories that we can see in the Griselda tales and Penelope Love's stories, including the humorous fumbles, and that's a great game on its own. So long as we aren't superheroes, it works well. When I want to run a game for my kid, we play HeroQuest, though, because it tends to reward her creativity better.
  16. See here: https://basicroleplaying.net/conlang/index.php?lang-group=fantasy, glorantha
  17. One may note that Yelmalio/Antirius encounters both Orlanth (the Selfish God) and Zorak Zoran (the Cruel God) at the Hill of God. In the Elmali variant, Chalana Arroy heals the mortally wounded Elmal, and he goes to the Storm Stead to become Orlanth's loyal friend and even proxy during the Westfaring. If Zorak Zoran/Hellwind is part of Orlanth after his divine helpmeet and equal (Ernalda - "there is always another way") has gone to sleep and Violence is the only remaining part of his toolbox, then he may have been healed, like Urox, by CA at Hrelar Amali, purging him of his wrath, which departs as an independent entity him to become the Troll god of Hate. This would allow both Orlanth and Hellwind to have fought against Chaos in the Deadwood. N.B. The Deadwood may be dead because Flamal has been murdered. It's all a briar patch with Eurmal/Elmal.
  18. Note also that when Arkat forged his two paths towards Dorastor, they correspond to the same routes that Orlanth took, though in differing directions. However, there aren't many possible routes physically unless one can fly... I think the Second Council chose Dorastor specifically because it was where Orlanth met Issaries and Lhankor Mhy and thus combined secrets with sharing.
  19. The Westfaring ‘following the Trail of the Dead’: 1. Encounter with Lhankor Mhy[1] and Issaries. This may have been somewhere around Dorastor or Lakrene[2]. It may have been on or near a mountaintop, as Orlanth is still flying to reach the West. It has been plausibly argued that Lhankor Mhy was a Sorcerer. Issaries had similar Western connections and is venerated as St. Ashara in Maniria. There is also the somewhat disturbing possibility that Dorastor originally had primeval connections to Knowledge and Sharing, and thus was an ideal spot for the rebirth of Nysalor. Issaries Town was in Dorastor before the Bright Empire. Another possible site of importance for this event is Eneal, where was ‘the Temple of the Truth of Lhankor Mhy’ in a Vingkotling hill fort, and the nearby City of Ten Thousand Magicians, a centre of sorcerous learning. Lakrene is home to many Garzeen merchants [GtG I, p.342]. However, Lhankor Mhy is most likely connected to Lankst, a region of northern Ralios inhabited by Kachisti who were freed from Sorcerous rule by Orlanth himself. The Hero-paths of the Lightbringers passed through Lankst (GtG I, p.388). 2. The Lightless/Dead Forest/Nightwood and battle with Konagog and Vonagog. Orlanth is on foot because Eurmal had stolen his flying boots. This was a sleeping forest that covered nearly all of Ralios west of Delela. [Parntor was ‘out hunting during the Sword and Helm War’ and thus survived it, though all of his brothers were killed. He was seeking the Doe Woman in ‘the lands where a cold wind always blew, and summer was like a day of ours’ [BoHM, p.120]. If she was one of the Galinini, this was probably northern Ralios, that is the Deadwood where Orlanth, LM, and Issaries were.] After he lost his Air Rune, Orlanth, interestingly, was able to proceed out of his sacred territory, that is, the mountaintops, and enter the lowlands of Ralios. [Estali in Ralios has sacred connections to Lhankor Mhy and to the Great Green Lady [Ernalda]] Orlanth was equated with the Ralian god Humat in the First Age (c.180). In Delela Orlanth fought the trolls at Voran’s Hill. Presumably they halted their hostilities to fight Chaos afterwards. 3. Alliance with Shankgaro of Hakiliv and the Uz near Hankarantal ‘where the cliffs cannot be scaled’ [in Ralios, Rockwood Mountains] against Chaos/ the ‘lesser Kajaboorings’. The Trolls recount a ‘great victory’ against Kajabor and Wakboth led by Zorak Zoran[3] near Hrelar Amali later in the Age of Chaos [see Trollpak, Uz Lore, p.9]. In the GtG, this is called ‘Hate Kills Everything’. ZZ killed Krjalk here, or cut him into a million pieces. 4. Encounter with Chalana Arroy and Flesh Man [Eneral the Old in Dangkae myth]. Flesh Man leads them after Eurmal; because Flesh Man was insane he could discern Eurmal’s route. Flesh Man may be Orlanth himself stripped of his divinity. Note that Hrelar Amali is where Eurmal killed Flamal and sacrificed his wooden body to make the first campfire, saving Humankind. But for this he was sentenced to death, and Orlanth and CA had to rescue him from that... Chalana Arroy is possibly identical to Xemela, the mother of Hrestol, who shares many features with her, as well as a similar geography (Seshnela). Xemela ‘sacrificed herself’ to heal her sick people. Chalana Arroy/Xemela is yet another ‘solution to sickness/starvation’ hero. 5. Rescue of Eurmal at Sorcerer’s Town. This appears to be Frowal. 6. Meeting with Ginna Jar at the Western Ocean; here the Lightbringers, unable to fly or leap, had to find a way across the sea. Orphalland, the far western tip of Sheshnela, has a link to Orlanth – there is the sacred tomb of the demigod Damol, ‘lord of the West’ and son of ‘Aerlit’ an Air god – Aerlit being in fact also described as the father of Malkion in Wyrm’s Footnotes.] [1] From context, this is after the Spike was destroyed in 1042 B.D., though Lhankor Mhy was with Orlanth and Issaries at the battle against Chaos near Hrelar Amali (1350 B.D.). This one of the significant chronological disjunctions in this analysis. [2] The Lakrene Storm God is Matu, which is an eroded form of Umatum or Umath. He is associated with Mount Matu in the Yolp Mountains, which may be the site of Umath’s dismemberment by Jagrekriand/Shargash, which inclines me to think that Orlanth may have challenged Shargash there and lost Mastakos in the Yolp Mountains. [3] Zorak Zoran, also called Zolan Zubar and Hellwind, is initimately connected to Orlanth, though most would be loathe to admit it. We may compare the tribal name Solanthi. The Enerali claim that Zolan is the twin of Anehilla, the Blue Moon.
  20. Here's the Gavrening clan emblem, from my game: The image combines Gavren the Red into a Movement Rune. The stripes on his back are lightning and Yinkin's fire. A Movement Rune is the pupil of his eye. His back arches into a Wind Rune, while his right paw makes the Yinkin Rune.
  21. Comes/Count and Baro[n] are both Late Latin Uses, but I suppose that the former is slightly older as it was used in the Late Roman Empire, whereas the other just mean "mercenary" back then... Hey! We could use Baro[n] as a word meaning mercenary and it wouldn't need to change anything! Of course it seems also to have mean "idiot" in Celtic. Huh. I'm definitely imposing some sort of mocking South Theyalan puns on the Esvulari titles in my game.
  22. This map, which is a bit messier, details the Resettlement period and a few other developments: c.1300-1470. "Bull Hill" is from an old Wyrm's Footnotes, where it appears in the name "Sartar of Bullhill" - given that his tribe the Orshanti lives near the Print that seems a plausible enough name for a village or stead. Note that the Balmyr forced aside the Kitori. Before they came (c.1320) Kitori lands extended from the Blackwell as far as the Sambari Gap - then the Torkani Gap, the Torkani having originated in a KItori client clan. PS. The green marks marshland. The New Canal didn't drain the swamps around Blackwell until perhaps the middle of the 14th c.
  23. This is my political map of Volsaxiland (not canon, but based off canon, folks!) The area marked (1) is the Whitewall environs, an area that belongs to whoever is High King. The area marked (2) is a no-man's land between the Balmyr and the Kitori where a lot of bandits and outlaws hang out. The area marked (3) was annexed by the Bacofi - they also claim (1) after the Fall of Whitewall. PS. The Kulrain have two parts - like real tribes sometimes do - because the reference in the Guide to them living around Derensev, and their placement in the equally canon map of Sartari tribes.
  24. Yeah, I used that map to develop the one I have. There are two difficulties - though those problems may be partly since it represents the boyhood of Hendrik... First, the rive from Dar's Rest to Zatarn appears in a slightly different place in Third Age canon maps. I presumed a "troll bridge" and dam that rerouted the river a bit to the west. Second, on the left the Gavren looks like it heads into the Dreven where it hits the Backmarsh; newer and later-dated maps have it join the Marzeel. Also perhaps something that got changed in the meantime. I blame the Lead Hills and Belintar.
  25. Some notes (for critique or comment): Currently (my game is in 1609), I've got a king who is not Broyan (his name hasn't come up in conversation yet, so if anyone has a good idea let me know) at Whitewall, who succeeded the king who (i'm positing) died at Caroman Pass in 1602. "Enfrew" - which seems to be a Jondalaring name based of the old DP gazetteer - was king way back in c.1555, but he's long dead. I think Tarkalor contemplated or even intended to become the King at Whitewall before his cousin unexpectedly died. So there may have been an interregnum around then. Broyan is supposed to be from Markdale, which is Sylangi territory. If he's initially king of the Volsaxar Confederation rather than the Volsaxing tribe, he could be a Sylangi, though being born in an aunt or cousin's stead isn't impossible. He's just an adventurer in 1609. (This is why I was so obsessed with working out the details of the Sword and Helm, as I think having the HQ done by him and his friends - the PCs - would be a great end to the First Act of the campaign). I have four tribes in the Volsaxar Confederation, which works more or less like a City Ring with the King at Whitewall taking the place of the Mayor. The biggest is the Volsaxing or Volsaxi tribe, which has 8 clans and a city: Smithstone. The latter has both native bloodlines and bloodlines from the surrounding clans. The other, smaller tribes are the Bacofi, who were once as mighty as the Volsaxi, but now only have 4 clans. King Hroar (from the DP book) converts to the Lunar way in 1619 and is allowed to annex three clans from the Volsaxi by the Empire. The rump of the Kultain tribe - just 1 clan - is around Derensev and Centaur Cross. The greater part of that tribe was around Two-top and consisted of three more clans. The "northern Kultain" were given to the Sylangi in 1619. Between the southern Kultain and Two-top was the Sylangi tribe of two clans, in Markdale and the Auroch Hills. The Kurtali were refounded by Tarkalor and the Night-jumpers in c.1560 and had six clans in 1621. Finally I have the Whitewall domain, where there are large bloodlines belonging to all of these tribes, as well as two independent clans directly dependent on the High King. (I realize this is a mess, but it seemed like an organic mess, more likely to emerge over the centuries than the more cohesive Sartari situation, where not only is there a lot more real estate available, but people are more conservative and thus the cities are subordinate to the tribes.) (There reason there's a division of the Kultain is the statement in canon materials that Derensev was guarded by the Kultain, when the library is closer to Kurtali territory. However, fragmentary tribal territories are not exactly unlikely, so I just went with it. The backstory is they originally settled unclaimed land right next to the Cross line - no one else wanted it - and allied with the Locaem - whom I had based out of Smithstone - see my question above - to seize Balmyr lands, though the Sylangi had already squeezed into the Auroch Hills along the way. They ended up with land less than a day's ride/march from their original settlements, so they sent off people to hold Two-top and kept their old steads too.) Derensev is right up against the Cross Line. In my game, I have Scholar Wyrm living there. After the Dragonkill he guarded the place and loaned out books, but most of the building was actually forbidden to humans.
×
×
  • Create New...