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Gallowglass

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  1. In our campaign, the old Dundealos leaders are indeed gone. The clan we created is half Pol-Joni deciding to resettle, half exiles of the old clan, some of whom don't even remember Sartar. This all makes perfect sense. I think I just had a moment at some point where I realized, "wait, the tribe is nicknamed the Jaldonkillers!" But at the same time, I can see how the new, traumatized generation of Dundealos would see things differently. Knowing my players, and how they play their characters, they will probably will go fight in the Battle of the Queens, because they hate the Lunar Empire, and don't have any particularly strong feelings about Kallyr (it's the one Passion they all share).
  2. The more I re-read the relevant sections of the Guide, the more I can understand your theory. But I feel like if all the Orlanthi people of Jonatela, Oranor, Charg and the Janube river were originally Tawari, who were a Hsunchen culture, there would be more of an indication for that than the occasional reference to riding bulls. There clearly was some mingling of cultures going on, but there was also a lot of war and conflict between the Hsunchen and the Talsardians. It's unclear in the Guide, but it seems just as likely that the Orlanthi of Fronela could have conquered and assimilated the Tawari, and resettled their lands in the west. I'm not really sure how all this connects. I've looked at the Dawn Age maps quite a bit to get a sense of the local history, and the region of Doblian looks it's part of the Dara Happan Empire from 265 onwards. When I originally mentioned Pelorian or Pelandan gods, I meant the weird outliers like Ladaral (Lodril), Vorthan (Shargash), and Ganestos (probably GanEstoro).
  3. Not wanting to derail the thread, I agree that the Tawari form a big part of Fronela's Orlanthi heritage. That's probably where the bull-riding comes in. But that same page in the Guide describes the kingdom of Talsardia as a distinct, separate entity from the Hsunchen. They are "ruled by an Orlanthi dynasty from Brolia and their Praxian allies." Where do these people come from if not Dorastor or Talastar? I admit that if it's Dorastor, they may not be culturally Talastari at all, but have Heortling customs instead, or a mix thereof. I'm confused about these "bull-Orlanthi" you describe. Did they exist in the Dawn Age, or is this a term you use to represent the modern people in the region?
  4. Okay, as long as I have your attention, one more question. Why would the Pol-Joni and Dundealos trust Argrath if he resurrected Jaldon, their ancestral enemy? This has been an issue in our campaign, and most of my players look at Argrath as a dangerous guy. I’ve dropped heavy hints that he is returning to Sartar with an army, and they think this is bad news.
  5. Thanks for the response Jeff. Any insight into why the Dundealos tribe would not fight at the Battle of Queens? By 1626 I imagine they’re still relatively weak (they are in our campaign). But they are also strongly anti-Lunar, and I would think most of them support Kallyr.
  6. I'll be starting up my campaign again soon after a short hiatus. We are entering Fire Season of 1626, which means the Battle of Queens is coming up. My players took part in the last big battle at Dangerford, in which many of the tribes of Sartar joined in. I'm going to give them the option of joining this next fight as well, but the situation is slightly different. According to various sources, only four tribes join in at the Battle of Queens: the Malani, the Colymar, the Cinsina and the Culbrea. I assume the Kheldon participate as well, since Kallyr is still their tribal queen. But 8 other tribes refuse to answer the call, including the PC's own tribe, the Dundealos. It seems weird to me that so many other tribes sit this one out, when the Tarshites are bringing some of their best to reclaim Sartar. I understand that many of the tribes are upset with Kallyr since her failed Lightbringer's Quest, which has brought Chaos, bad omens, and conflict to the kingdom. But presumably everyone also knows that she failed because Lunar assassins interfered and murdered most of her family. I've also seen it referenced in various places (like the Sourcebook and Vasana's Saga) that Kallyr is not trusted or respected by many of the tribes. Yet they still chose her as Prince after the Dragonrise. Is this mistrust simply because she failed in her last rebellion? Do people hate her so much that nearly two thirds of the people in the kingdom won't help her to defend Sartar from a Lunar army, clearly a major threat? Is Kallyr Starbrow basically the Hillary Clinton of Dragon Pass? My other question concerns the aftermath of the battle. It is mentioned that Sartar degenerates into various "squabbling factions" after Kallyr's death, but I don't have a very clear picture of what this looks like. Vasana's saga implies that Leika burned the Prince's body as a move to encourage the other tribes to choose her as the next Prince. She is definitely the most powerful tribal leader. Are there any other sources about this period between the Battle of Queens, and Argrath's coming in 1627? We're looking at a period of about 4-5 seasons, which I now know can mean at least 5-10 sessions in RQG. That's plenty of room to build some adventures out of political conflict. I'm curious about how Sartar functions (or doesn't function) as kingdom without a Prince. Are there any other claimants who try to become Prince, other than Leika? Do we see any armed conflicts between tribes during this period? Leika does not succeed obviously, but how hard does she push to become Prince before Argrath shows up? For the Dundealos tribe and their clans, I would think the logical course during this period would be to strengthen relations with their Swenstown confederates, plus the Pol-Joni, and give the finger to Leika and other tribes in Sartar. She and the Colymar haven't done much to earn their respect, and the problems they have to deal with regularly (Praxians, Chaos incursions from the east, trade and diplomacy with Pavis), likely don't mean much to her. Any answers or insights will help me to plan the next parts of our campaign. Apologies for asking a lot of questions (again).
  7. The question of the Talastarings' origin is interesting to me, because I've been trying to understand the historical/mythic roots of the Orlanthi peoples in Fronela. From what I understand, they all descend from Talastaring clans that gradually migrated north and west in the Dawn Age, and formed their own kingdoms. First there was Somaria (modern-day Anadikki and Brolia), then Talsardia (modern-day Charg). It's interesting to consider that in addition to all the other weird crap that Fronelan Orlanthi do like riding bulls and worshiping some Pelorian/Pelandan gods, they may have different core traditions as well that set them apart from the Heortlings.
  8. I thought of including Devise, but it didn’t seem appropriate for a Stone Age people. In retrospect though, traps and snares are still Stone Age technology, so, sure.
  9. How 'bout this? With the Mask effect, it feels like Invisibility and Lie are somewhat unnecessary. Lotara (Raccoon - Beast, Illusion, Disorder) Raccoon Tail (Body, doubles DEX for duration of spell) Mask (Head, similar to Become [other shape], take the shape of any human, takes an hour to cast while studying a target) Clever Hands (Limbs, doubles skill percentage in Search and Sleight) Clever Tongue
  10. Sure, all I've done so far is lay out which Rune spells each totem spirit would grant. I think each of them probably would teach some unique spirit magic too, but I'm not there yet. All the totem spirits would grant the following common Rune spells: Divination, Extension 2, Multispell 2, Sanctify, Soul Sight, Spirit Block 2. All totem spirits also grant Speak to (totem animal). So Rathori can speak to bears, Uncolings speak to reindeer, etc. Finally, each spirit has access to the spell Transform Self from Hykim and Mikyh. Bear Spirits (same spells as Odayla, plus the following) Irgar (Beast) - Command Bear Irdag (Beast, Darkness) - Dark Walk Orenrar (Beast, Moon) - Madness Uncoli (Reindeer - Beast) Antlers (Provides a spirit block+countermagic effect, extra attack when stacked with Transform Self) Reindeer Legs (Increased speed/agility skills) Reindeer Hide (natural armor+resistance to cold) Kloisar (Badger - Beast, Earth) Badger Head (Bite attack) Burrowing Claws (Claw attacks, allows rapid burrowing) Badger Musk (Store use of 1 spirit magic spell in a location marked with scent glands or urine. This is why they cover themselves in piss ) Zonat (Porcupine - Beast) Identify Scent Claws Quills (Provides natural armor, successful parry with Grapple skill deals damage to attacker) Shoot Quills (Must be stacked with Quills, grants a short ranged attack skill) Sabadar (Wolverine - Beast) Wolverine Head (Bite attack) Claws Wolverine Hide (Natural armor+cold resistance) Berserker Rinkon (Bobcat - Beast, Air) Catseye Charisma (Body) Claws (Limbs) Identify Scent (Head) Lotara (Raccoon - Beast, Illusion, Disorder) Invisibility (Body) Catseye (Head) Strike (Limbs) Lie Akkar (Skunk - Beast, Fertility) Musk Spray (Short ranged attack, nauseate enemies with your stench!) Identify Scent (Head) Charisma (Body) Claws (Limbs) Flara (Black Owl - Beast, Darkness) Wings (Body, grants a fly skill) Catseye (Head) Dark Walk Talons (Limbs, similar to claws but it affects the feet, and uses Kick skill) Hogar (Mammoth - Beast, Earth) Mammoth Tusks (Head, extra attack) Mammoth Hide (Natural armor+SIZ, resistance to cold) Stomp (Limbs, similar to Shake Earth spell)
  11. I believe the Rathori people also worship lesser bear spirits, including Irgar (brown bear), Irdag (black bear) and Orenrar (blue bear). In the White Bear’s absence, these spirits may have taken on more importance. Or maybe Rathor was a more distant spirit in the first place, and the other bear spirits were closer to their worshippers. Everything I’ve seen on beast spirit cults in previous editions makes me think this is the case. I’ve written up some sample cults for the Fronelan Hsunchen in RQG, and I used Odayla as a model.
  12. Fair enough. I don't expect my players will meet any Malkioni sorcerers in our current game in Dragon Pass, unless they decide to go down to the Holy Country. Lunar sorcerers on the other hand...
  13. My original post touched on the idea of (someday) running a campaign in the West, specifically Loskalm. This sort of campaign is what I had in mind when I raised the topic. I feel like sorcery is part of what makes the Western culture unique, so it's a little disappointing to hear the official line that "pure" sorcerers aren't supposed to be playable as adventurers. Lots of folks have shared great ideas about creating homebrew sorcery rules, (thank you!) and I think that's the direction I'm moving in. My Glorantha may have to vary in this case. I am still curious if Jeff has any insight about what kind of magic a Loskalmi Man-of-All uses in battle. If the Seshnelan horali and talars potentially have access to Rune magic, and supportive spells from their zzaburi, that would balance them very well against their enemies (Ralians I guess). Do the Loskalmi have Rune magic as well?
  14. Last time, the party arrived in Pavis, and learned about a valuable suit of armor that once belonged to their tribe's great hero, Derik Pol-Joni. The armor had been stolen by it's original creator, a mad dwarf named Vorlokk. The heroes decided to follow the thief's trail into the Big Rubble. On the Trail of a Thief First the group was joined again by He Who Spits at the Devil. After a few days of carousing at the Storm Bull temple, he stumbled into Gimpy's in the middle of the night, ready to rejoin his kinfolk and kill things. The next morning everyone met with the Rubble Tracker, Chain Song. He offered the use of some "secret" tunnels beneath Dwarftown to get into the Rubble, as long as everyone put on blindfolds. According to Ginkizzie, other iron-crafted items were stolen from the human community in Manside, and the Loricek troll clan. HWSAD held great respect for the Zorak Zoran cult, and proposed speaking with the trolls as "brothers in the fight against Chaos." Garkar was opposed to dealing with trolls in any capacity, and everyone else felt that it would be dangerous to approach them, so the decision was made to visit the humans in Manside. Everyone followed Chain Song to Dwarftown, and down into the tunnels. The journey was uncomfortable and bewildering, and seemed to go much faster than the distance should have allowed. Soon enough, the party climbed up a staircase into the ruined streets of Old Pavis. To give everyone the feel for these ruins, I asked the players to imagine the towering structures of Rome or Constantinople, with people and livestock going their own way through the shattered streets. Compared to New Pavis, these old structures were more taller, more ornate, and more ambitious in their original design. (The image below is a bit too medieval-looking for Glorantha, but still captures the feel of the Manside ruins nicely.) Chain Song led everyone through the streets to an impressive temple. It was a stepped pyramid, built from some kind of crystalline substance. It had no doors or windows to speak of, but many people came and went around the base of the structure. Their dwarf guide introduced the party to a group of Zebra Riders, now the local constabulary. Erindros used all his charms to ingratiate himself to the captain of the riders, and explained that they were hunting a thief. The captain warmed to him and explained that a shield had been stolen from the museum nearby, and the Pavic guards had been hunting the thief as well. When Erindros shared their information on the trolls, the captain remarked that he had seen a large band of Loricek trolls returning from the Griffin Gate area the previous night. Garkar proposed visiting Griffin Gate and searching for Vorlokk's lair themselves. Everyone else decided it would be a better idea to follow up with the Loricek trolls, and determine if the raiding party was theirs. Garkar was greatly displeased by this plan. The Zebra Riders asked Erindros to share any new information, and to return the shield should they find it. Erindros swore to do so. The captain then gave him an emissary's banner marked with the runes of Argan Argar. He had used it when parleying with the trolls, and he claimed that they had "usually" respected its use in the past. The party then traveled out of Manside into the Huntlands. Here the ruins of the old city were little more than foundations, and most of the area was wild and overgrown. Before getting any closer to troll territory, Chain Song explained that he would stay behind and rendezvous with the PC's when (and if) they returned. He did not want to risk being surrounded by hungry trolls with a taste for dwarf flesh. Trolls of the Big Rubble Upon entering the Troll Stronglands, everything became noticeably more barren. Trollkin sentries watched from the shadows, and HWSAD kept the emissary banner visible at all times. They were soon confronted by two well-armed dark trolls, and a gang of vicious-looking trollkin. Erindros asked to see the leader of their gang, and pointed to the banner, saying that he represented the humans of New Pavis and the Big Rubble. He also mentioned that they were hunting a thief who had taken something from the Loricek clan. The trolls thankfully spoke Tradetalk, and agreed to take them to see their war leader, a Death Lord named Kozkal. The trolls led them deeper into the Riverside section of the troll ruins. These had been transformed over the centuries into the squalid, dilapidated mess that trolls love to squat in. Everywhere was discarded bones, filth, and the smell of Uz. They were led to a partially collapsed building, decorated with skulls, dried blood, and the runes of Zorak Zoran. There was the sound of beating drums, and soon the party was surrounded by angry-looking trolls, annoyed that their day-time rest had been interrupted. The Death Lord Kozkal appeared with two great trolls at his side. He was a hulking brute with many disfiguring scars on his snout. He gave acknowledgement of the party's status as emissaries, and then coldly explained that they would still need a good reason for coming into his home, otherwise they would be torn apart and eaten. HWSAD stepped in and gave praise to trolls and Zorak Zoran for being mighty foes of Chaos. It wasn't clear if this had any effect or not, so he passed the mic to Erindros. The silver-tongued merchant was straightforward with Kozkal. He said that many people knew that the Loricek trolls had been robbed by a dwarf, and lost something valuable to them. He also took a chance and voiced his theory that the trolls knew of Vorlokk's whereabouts. At first Kozkal was belligerent and threatening, but then admitted that Vorlokk had stolen an enchanted iron sword from him. He had sent a group of trollkin scouts the previous night to Griffin Gate, looking for the dwarf. They were attacked by Vorlokk, but one of the trollkin followed him back to a well-hidden basement. Kozkal had been preparing to attack the dwarf once night had fallen again, with greater numbers. Erindros offered to kill or capture Vorlokk for them instead, and return the iron sword, if the trolls could guide them to the hideout. He also promised to bring back Vorlokk's body as a "gourmet's gift" for Kozkal to enjoy. The war leader eventually agreed, on the condition that he send one of his trusted lieutenants to make sure the PC's stayed true to their word. He also demanded to seal the deal with a "traditional Loricek ritual", wherein Erindros would have to place his head in Kozkal's mouth for about 10 seconds. Erindros reluctantly agreed. After the count of ten Kozkal and the others started bellowing with laughter, and he realized that trolls did in fact have a sense of humor. An obese dark troll named Azgog made ready to accompany them to Griffin Gate, dragging half a dozen trollkin scouts with him. The Thief's Lair The party marched back north to the ruins around Griffin Gate. As they approached, someone called to Erindros from the shadows. It was Chain Song. He expressed his alarm that the party was cooperating with a group of trolls, and said he would not be able to help them apprehend Vorlokk. Instead he planned to bring in more Rubble Trackers, to ensure that the trolls wouldn't steal anything that "didn't belong to them." Erindros accepted this, seeing as he had little choice in the matter. The trollkin guided everyone deeper into the claustrophobic ruins around Griffin Gate. They soon came to a courtyard, but before they entered, HWSAD's Chaos sense began tingling. Egajia sent forth her fetch to see what enemies were lurking. She spotted three scorpion men in the courtyard, feasting on a human corpse. One of these was covered with unusually thick, horny plates of chitin. He Who Spits wasted no time, and charged the trio, calling on the Bull's rage. The scorpion men shrieked and advanced on him. Garkar flung lightning, and then javelins. He scorched one of the two smaller of the creatures, but did not seriously wound it. Erindros tried to protect HWSAD as he charged in, but this didn't prove necessary. Egajia brought all of her new powers as a shaman to bear, casting a barrage of sleep and demoralize spells, and also summoning her bound wraith. HWSAD succeeded in crushing the head of the largest scorpion man. The other two were put to sleep, and he finished them off in his usual gory fashion. Throughout the fight, Azgog and the trollkin hung back. When it was over, they appeared again and dug through some rubble. He revealed a hidden staircase leading into a basement. Azgog warned the party that dwarfs are notorious for setting traps. His preferred tactic was to march the trollkin in one-by-one, and allow them to reveal anything deadly by walking straight into it. HWSAD felt pity for the miserable trollkin, and offered to lead the way in. He climbed down into a brick passageway, and almost immediately tripped over some wires. This triggered a loud, groaning sound further away, followed by the sound of small footsteps. Garkar then took point, having a much better Scan rating. He discovered a hidden pitfall, opening into a shaft with wooden stakes. Everyone skirted around the edge. When they reached the other side, the sound of footsteps grew louder. Egajia sent out her fetch again to scout past the bend of the passageway. She saw something odd. Three tiny creatures, humanoid and no more than a foot tall, were marching toward them, carrying small wooden casks on their backs. The passage suddenly filled with a burning, sulfurous smell. Egajia cast Disruption on one of them, which dismembered it completely. When it dropped it's cask, the side broke open, and a deafening explosion followed. The passage was suddenly filled with dust and falling bricks. Everyone prepared to run, but the creatures also picked up their pace. They appeared around the bend, and ran at the confused party. Garkar threw a javelin at one of them, which nearly took out it's leg. But the creature was determined to die heroically, and threw itself forward with the exploding keg. Everyone was knocked off their feet by this explosion, and one side of the passageway collapsed. Egajia managed to Disrupt the last creature, and no-one was harmed by the final blast. When everyone recovered from the attack, and dug themselves out of the rubble, Egajia sent her fetch out the explore the rest of the hideout. She found more of the strange creatures in other rooms, packing up weapons and artifacts, or just wandering around aimlessly. One room was guarded by a large earth elemental, which she avoided. Finally, at the end of another hallway, she saw that another pit trap had been triggered. On the other side was a frantic looking dwarf in heavy armor, ramming powder into a strange black tube. The PC's discussed their next course of action. They expected more traps, and perhaps strange dwarf magic as Vorlokk defended himself. Everyone decided that they would need to regain the element of surprise. Erindros proposed casting Flight on He Who Spits to get over the pit. Egajia then called an ancestor to cover his approach with Darkwall. HWSAD prepared himself by gripping his maul in both hands, gripping a torch in his teeth, and then casting Fanaticism. First Vorlokk saw an encroaching wall of darkness. From the shadows then sprang a flying barbarian with a large hammer, and his beard partially aflame. The dwarf fired his strange tubular device at He Who Spits, but misfired and fell backwards. HWSAD succeeded at yet another called shot, and knocked the thief out with one blow to the head. As the trolls approached to apprehend him, HWSAD finished the dwarf off, knowing that the trolls might not care if he was alive or dead. Everyone else began searching for hidden doors or passages. Egajia found a well-hidden door that led into Vorlokk's workshop. Connected to that was another hidden room, which contained all the stolen artifacts that the party sought, including the Zebra Riders' shield, an iron sword inscribed with Death Runes, and an ornate breastplate and helm that could only have been Pol-Joni's armor. They took the armor, and entrusted the sword to Azgog. They warned him not to take anything else, as the Pavis dwarfs were coming to secure their secrets. The troll thanked everyone for staying true to their word, and then hoisted Vorlokk's corpse onto his shoulders, licking his lips. When they climbed back out with their prize, they met again with Chain Song, followed by several more dwarfs. They parted peacefully, although not on the friendliest of terms. With their prize won, the party made ready to leave Pavis, and return to Sartar before the end of Sea Season. They visited the cattle pens north of the city to claim Argrath's gift for the Dundealos Tribe. Between that and Pol-Joni's armor, they would have gifts aplenty for their tribe and clan both! Thanks for reading! Next time we move on to Fire Season, 1626. My players and I all have a lot going on these next few weeks, so we'll be taking a break until the middle of September. Until then!
  15. This seems like an elegant solution. There are some sorcery spells that would be very useful even at their lowest intensity, like Mend Flesh or Finger of Fire.
  16. Kind of how I feel actually. If the official word is mixed spirit and rune magic, so be it. But I think it would be interesting to see new things done with the sorcery rules. The idea I've put the most thought into is running a Loskalm campaign in the style of King Arthur Pendragon, stretching over many years. While such a campaign wouldn't be all about hack'n'slash, the main antagonists would be the rune-magic using Kingdom of War, which is why I've spent so much time thinking about sorcerers vs. theists. That's an interesting idea. I remember reading somewhere that the Jrusteli had lots of iron weapons and armor for their soldiers, which I guess could partially explain their success against gods-fearing folk.
  17. I wouldn't say that RQG's sorcery rules are incomplete, they just don't have as many spells compared to spirit and rune magic. I would think the basics, including the long casting times, will still carry over into any other supplements. What I imagine we would be getting rules-wise is character creation rules, maybe some of this Westerner spirit or rune magic Mr. Metcalph is talking about.
  18. What is the source of their rune magic? The Ascended Masters? And do you envision something similar for the Rokari in Seshnela?
  19. The discussion in this thread has touched on what I see as a problem in the current rule system. If I wanted to set a campaign in the West of Glorantha, including Loskalm, Seshnela, or Ralios, I feel like I should be able to make a character who only uses sorcery as their main form of magic. I feel like the Guide implies that this is how many Westerners practice magic, including zzaburi wizards, Loskalmi Men-of-All, and definitely the Brithini (although I don't think they would make good PC's). I could accept that not all Westerners exclusively use sorcery as their main source of magic. Commoners and soldiers probably practice spirit magic. But the idea of a true blue Malkioni using Rune magic doesn't feel right to me. Here's the problem though. A character using only spirit magic or sorcery would be very unbalanced against an enemy with access to Rune magic. Rune spells are generally more powerful, and much faster. A sorcerer takes at least a full round to get one of their spells off, and if the spell is actually going to do anything impressive, it would probably take 2 or 3 rounds. When I first read the sorcery rules months ago, I didn't think much of this. But now that I've been running an RQG game for a while, I've found that most fights tend to be over in less than 5 rounds. Not much fun for a sorcerer. It seems where sorcery really shines is when you have plenty of time to pull off a big ritual, before the fight begins. But that doesn't seem... very fun somehow? Imagine your players are a group of Loskalmi Men-of-All, they've given up spirit magic for sorcery. They're about to go fight some raiders from the Kingdom of War, so they spend a whole day casting big spells on each other, then ride off to battle. They're probably buffed enough to stand up to the KoW guys, who have Rune magic from gods like Humak,t, Storm Bull, whatever. But what if they miscalculate, and didn't cast strong enough spells? Or what if the raiders know they're coming, and just go hide until the spells wear off? A system of magic that isn't usable during combat just doesn't click for me. I'm curious to hear other people's thoughts on this, especially people who have played sorcerers before, or run games with them. Also, how could the rules be tweaked to make a pure sorcerer more feasible? I could see changing the rules to make sorcery spells go off faster, like spirit magic. Or maybe using a system where you can sacrifice POW to make "quickened" spells or spell matrices that could go off faster.
  20. The back-and-forth between metcalph and Joerg is making me very uncomfortable, so I'd rather not participate in this discussion anymore. I'm planning to start a thread in the Runequest forum about how feasible a pure sorcery-using character would be in the current rule system. I feel like it is implied in the Guide that this is what advanced Loskalmi warriors would use in combat, but I also accept the sorcery rules make them better for long rituals, rather than in the thick of battle.
  21. I'd love to see someone put together a "Malkioni inspirational reading list." Occasionally I try to find an accessible book on Gnosticism, Manichaeism, or Neoplatonism, but so much of it is new-agey weirdness, or written for Christian audiences. At some point I guess I should try to read Plato if I'm ever going to run a Loskalm campaign. The Guide says that every Loskalmi starts working in the fields, then those that show "spiritual virtue and ability" are chosen to be trained as Guardians. It doesn't specify when this training begins, but I would guess around 12-14 years of age. Then promising Guardians are inducted into the Men-of-All, and from there it's wizards or First Brothers, then potentially nobles. A big part of learning sorcery involves becoming literate, which could happen during childhood. And even though Guardians don't use sorcery in combat, it doesn't explicitly say that they can't begin learning it during their training. If you become a Man-of-All by 18, which is not unreasonable, at 21 you could have mastered at least one Rune and one Technique, and learned something like 1-3 spells. I'm thinking that the basic sorcerous course of study is from the canon texts from p. 203 of the Guide, by Tomaris, Snodal, Siglat, and Talor. After that, a Man-of-All or wizard could specialize in whatever Ascended Master they please.
  22. Something I am still confused by is when the idea of "Solace" and the "Invisible God" became a thing, and how that fits in with the major traditions in the Third Age. In Revealed Mythologies, which I realize is not totally canon, Solace is described as an "Ice Age" development. I thought that all the Malkioni during this period were actually Brithini, who don't even recognize or worship the Invisible God. So at some point in this mythic period, a few people on Brithos got it into their heads that there was a transcendent being, probably embodied by Malkion in his various forms, and that there was a way they could join with it after death. Is this why some Brithini left the island to found colonies in Genertela? Where did this idea come from? It seems to be something Malkion himself may have taught during the Fifth Action. Quote from Revealed Mythologies, p. 12, "The Sacrifice of Malkion brings contact with Solace for the mortals who have been suffering. This is the start of the return to Godhead of the Malkioni." What's weird about this to me is that all of Malkion's followers were seemingly killed (except the Brithini/Enrolvalini), and New Malkonwal destroyed. How did these teachings about Solace survive, and spread among the Brithini later on? Then there's the Invisible God as a concept. I am totally tripped up at this point on the difference between Malkion, the Invisible God, Makan, Irensaval, and others. The term "Invisible God" seems to have been introduced with the God Learners and their Abiding Book. What is actually revealed in the Abiding Book that differs from earlier Hrestol or Brithini traditions? Did it just have lots of cool new spells in it!? And how does the Invisible God relate to the greater mythological narrative? Does it represent Malkion in a specific Action? Revealed Mythologies conveniently links many of these concepts with each Action. Solace=Kiona, Second Action. Joy=Ferbrith, First Action. Not sure what the Invisible God is in connection with this larger system. Sorry I'm asking a lot of barely coherent questions, I'm probably reading too much into the Revealed Mythologies stuff.
  23. Maybe this is a better question for the Runequest forum, but I'm still very confused about what kind of magic you're allowed to use if you're Rokari, and not in the zzaburi caste. I got the impression that the other castes can't cast any kind of magic, just receive sorcerous benefits from their wizards. If you were playing RQG, this seems like a huge disadvantage, compared to what the average theist character receives.
  24. I can definitely understand this take. I'm curious which Malkioni sect or culture you think is the most "playable." I've put a lot of thought into how I would potentially build a campaign in each region featuring the Western culture, namely Seshnela, Loskalm, and Safelster. Despite what the GtG says, I think the Rokari Seshnelans are probably the least playable next to the Brithini, who are unplayable for lots of reasons. There's the Vadeli too I guess, but I don't really consider them part of the club. In Seshnela, if you're a horali or a dronar, you pretty much have to do whatever the talars and zzaburi tell you to do, right? It would make a mixed-caste party of Seshnelan characters a bit difficult to manage. The status of women in Seshnela is also quite depressing. Every other religion in Glorantha seems to have some kind of escape valve cult for non-conforming women (Vinga, shamanism, basically the entire Lunar Way), but I don't see that among the Rokari. Loskalm on the other hand has rejected caste restrictions, and apparently grants women the same status as men. Their religion is a bit grim, yet they still celebrate the human body through art, athletics, etc. I'm not totally clear on their attitudes to sex. Probably somewhere between, "All flesh is evil" and "the body is a reflection of the unknowable divine." I think it's also notable that there seems to be acceptance of same-sex relationships there, based on the relationship between Meriatan and Gundreken. I could see playing a Loskalmi character being more interesting too, because they can choose to study and worship different Ascended Masters, kind of like a theist character has their choice of cult. Sounds like Safelster is your place! Weird cults and occult knife fights. I would run a campaign there in a heartbeat if I just had me some good heroquesting rules, and an Arkat cult writeup.
  25. Thank you for the encouraging words!
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