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Everything posted by Gallowglass

  1. @Dreaming_Johnny I recently wrote up a spirit cult of Uncol, the Uncoling reindeer spirit, for RQG. I haven't play-tested it or anything but you might be interested. It's modeled somewhat after the Telmor cult from the bestiary. I tried to add rune magic that would make them effective in tundra warfare, and also lean towards being magic specialists. Uncol (Beast) Initiate Membership - Anyone born to Uncoling parents is automatically an initiate of the cult. Outsiders must be adopted into a clan or family to join. - Cult Skills: 1H Spear, Self Bow, Cult Lore (Uncol), Dance
  2. I would love to see northern Pamaltela as well! I also really loved that small supplement you did on Gloranthan architecture. Something more expansive, maybe focusing on cities or temples could be really cool.
  3. I wonder if whoever wrote the conversation between Oddi and Paulis was inspired by the Bhagavad Gita. There is the same basic message that you have to do your duty and play your part, even when greater awareness makes it all seem meaningless. Granted, Arjuna’s reason for not wanting to fight are different. Actually, while I’m at it, Ralzakark reminds me a lot of Ravana from the Ramayana. He’s an enlightened monster who terrifies the world, and draws his power from mystical knowledge.
  4. Kyger Litor has a shamanic tradition. If your player’s character is from the Torkani tribe in Sartar, they could plausibly worship her as Deloradella. I can’t think of anything else that is already written up in RQG. Edit: I’m pretty sure in the RGQ Bestiary it says Kyger Litor initiates can become priestesses and/or shamans.
  5. They don’t go into a lot of detail on this, but WF #15 is still a great read. It’s the best source on the Dragon Pass Sun Dome Temple.
  6. I hope that the Kitori get some detailed coverage in a future supplement, hopefully as an option for making player characters and running campaigns. Also aren’t the Torkani and Bachad tribes supposed to be descended from Kitori?
  7. Your answers to question 9 and 10 are really helpful. I always allowed my shaman PC to scout with her fetch, or other spirits. But this seemed overpowered to me. I like those limitations.
  8. I think you have a plausible theory there. To clear up the Malkioni vs. Brithini question, the Brithini are immortals who adhere to strict caste laws, and don’t recognize gods as worthy of worship. “Malkioni” is more of an umbrella term for all Westerners in Glorantha, including the Brithini. They recognize the Invisible God over all others, and practice some kind of caste system. They are all technically human, but the Brithini are so weird and ancient that they seem inhuman to others.
  9. This was pretty much the story of my life while I was running my last campaign. And for the record I think shamans are supposed to have two POW scores for attack and defense, with rules as written. Our shaman was a powerhouse, although when she went into the spirit world alone, it was a different story. Those were the times when I could really make her player sweat.
  10. That post was what got me thinking about this. I wrote up a bunch of tribes for Oranor a while ago, more than 20, but now I'm wondering if it makes sense to have that many. The thing is, as far as worldbuilding goes tribes are a nice way to organize things. Every tribe kind of has their own "thing." Then you pick a tribe that's interesting and make up clans. But increasingly Sartar is looking like an unusual case, with so many tribes compared to smaller numbers of clans.
  11. I think some clans are inextricable from tribal kingship. At least that's how I imagine these things happening. Like how the Ernaldori are really the biggest and most influential of the Colymar clans. There seem to be clans who basically control towns or other important resources. I would imagine that these tribal resources start there.
  12. This makes sense. But it's interesting that Sartar has a comparatively low population (roughly 125,000), but has so many tribes. Oranor in comparison has almost three times as many people, so again, I don't think they just go in clans.
  13. It's worth mentioning that the Guide mentions a few Orlanthi peoples who specifically don't form tribes, on p. 31. Oranor, Nimistor, Brolia, Keanos, Surkorian, and Basim. For the record, I don't agree with Oranor. They have cities and are described as having a king of some kind, so I think it takes greater political organization for that to happen. Otherwise I think what these people have in common is that they live in remote areas, and don't have any serious existential threats nearby. There are also several Orlanthi regions that are dominated by powerful overlords, so it seems like tha
  14. There are a lot of "Orlanthi" people in Glorantha, but the ones we've gotten the closest look at are the Sartarites. Within a relatively small region, they have organized into 20+ tribes, with kings and everything that goes with it (I'm including the Far Place tribes). Up until recently I think I've allowed that model to dominate my perception of how Orlanthi people organize themselves socially. But lately I've been wondering how common the Sartar model is (lots of tribes, each with anywhere from 3,000-10,000 population) when compared to other Orlanthi around the lozenge. I'm also curious
  15. I’m not an art expert, but I really appreciate your illustrations, not to mention the research you’re doing, and the willingness to explore parts of the setting that Chaosium won’t get to for years. Also, it’s kind of ridiculous that anyone would criticize the art in a Jonstown Compendium work, in my opinion.
  16. I’m gonna plug Atanarjuat: The Fast Runner for a good depiction of shamans and spirit hijinks, also plenty of action and drama. It’s a bit long though. +1 for Ten Canoes as well.
  17. Hello, I am currently preparing to run a play-by-post campaign set in Esrolia. I was thinking of using the excellent Esrolian House questionnaire created by @jajagappa, and I was wondering if he (or anyone else) has it posted somewhere in a completed form or document? I have been looking over the questionnaire on the RPGGeek forum, but it would be easier if I had the questions all together somewhere to consult. The forum also doesn't mention what the "rewards" are for each possible choice, presumably because it was being shared with players.
  18. I think it’s named after Zarkos. The same map in the Guide pdf has it named “Ozarkos.” They’re a whole different bunch of goat people, they show up in Six Ages.
  19. I think it was Wooly Rhinos. But there is an illustration in the Sourcebook of a mammoth tusk harpoon showing all the gods Vadrus had killed.
  20. Y'know, I was just thinking earlier this morning that maybe the original Fronelan Orlanthi became the modern Noyalings. In my half-asleep state, I also got stuck on the word "Frolanthi." I always thought of them as "fallen Hsunchen" who started farming and building cities, but Muskoxen do have a strong "Vadrus Vibe." The Noyalings also were possibly closer to Akem, so it's easier to explain how they came into conflict there. One interesting guy in First Age Fronela is Dakal, the founder of the city of Ayos in Jonatela, and the "Kingdom of Dakal." He is described in the Guide as a
  21. Yes, distinct from the Enjoreli and the Hsunchen. I'd love to learn more about that, I can't find much in the Guide that mentions these folks. Everything I've read suggests that Fronelan Storm worship either came from the East (or maybe over the mountains), or existed on the isolated fringes like Ygg's Islands. Up until now I've assumed that Third Age Orlanthi in the region descend from Bull People, Theyalans from Peloria or Ralios, and Hsunchen.
  22. That's a good point, and while initially I was thinking Talsardians, these mysterious Orlanthi could be from anywhere, including Ralios.
  23. So these people were there at the Dawn as well, living alongside but distinctive from the Hsunchen? Or are you a proponent of @Joerg's theory that the Enjoreli basically became Orlanthi, and the two become interchangeable. This is something that I had considered, and makes the most sense. I guess the only part that's still confusing is what this part of the Bright Empire is doing while Talor is dead. Maybe their leaders manipulated the Orlanthi into attacking Akem.
  24. Well, for one thing it’s interesting that the whole west coast is referred to as “ruins of logic.” That might imply that the Westerners were very isolated in their dealings with Peloria, who seemingly aren’t aware of their existence. That makes sense given all the barriers to the East. Other than that, it’s fairly accurate. Beast people, forests, etc.
  25. I'm still confused about how this map changes from the beginning of 400 ST to the end of Arkat and Nysalor's war. The Guide describes no fewer than 5 different groups of people fighting it out in Fronela during this time. Some of them might actually be the same group, some of them are possibly proxies of other empires, some of them seem to switch alliances multiple times, it's a lot to unpack. My sources here are from the maps and the Fronela chapter in the Guide. The Westerners (led by Talor) - Initially fighting the Enjoreli, later fighting the Bright Empire after Talor's return with
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