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Jape_Vicho

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  1. Simple answer, occupations don't really mean anything in Glorantha, they're only mediums for RuneQuest to make it possible for us to experience Glorantha. The Noble occupation is just a set of guidelines to make characters, but doesn't accurately represent the nobility in one specific homeland. The noble occupation represents people who don't have to work (farm, herd, trade directly...) to live. Of course they do stuff, they manage their households, rule, fight... In Sartar, nobles don't have a special legal status, unlike in the Lunar Empire, which makes them somewhat complicated to understand. At first glance, Heortling society seems pretty democratic, but once you look at it in detail, you see that they function more like a mixed oligarchy. In the Colymar Tribe, a polity of some 12.000 people, close to all tribal power is held by around 5 families which perpetuate in power whenever they can (we can have a glance at this in the GM Adventure Pack). In regular (1.000 members) sized clans, I expect a couple of bloodlines to hold most effective power. In summary, kings, chiefs and priests are usually kin of other kings, chiefs and priests. This of course can and does change. In Peloria I imagine we could find some lineages that can credibly trace a credible patrilineal descent from an already noble lineage in the Dawn, and most lineages have held power for at least a couple of centuries. In Sartar, OTOH, I expect no lineage that was great and powerful during the colonization to still exist, having long split in many different bloodlines, thus splitting their political power and riches and waning as a result. Of course, an adventurer of humble upbringing can be a hero of renown and become a man or woman of great power, but this is very rare. Certainly neither Leika or Kallyr did, both being part of very powerful and rich lineages. The thing is, as I said, in Sartar this people don't really have any special status. Of course they do when they are doing their jobs as rulers, but outside of that, legally they're just regular citizens, even the lineage of Sartar wasn't above this. Instead, in Sartar (and I assume most orlanthi lands) there are just roughly 3 legal status determined by bloodline: -Citizens: Freemen, called Carls. Their ligeage holds land, can become part of the Ring and be Thanes. -Semi-free: A bunch of "castes" like Cottars, Stickpickers and others. They don't have political rights and possibly even different civil rights, and are usually bonded to a Carl lineage. Despite this, they CAN become chiefs, priests or even kings, there is no legal block for it, and they can marry members of the Carl class, their children inhereting usually their father's status in the case of Sartar. -Unfree: Slaves, usually POWs or bought from praxians (in Sartar). In Sartar and other orlanthi nations if the slaves have children they're usually accepted into the clan as semi-free members. BTW, the Sartars didn't give any land to any tribe or clan. Those were already established long before Sartar, and their Tulas (owned lands) are just for the clans to care for. No proud Sartarite clan will stand for a ruler who treats their land as his own, that's what the tyrants like the Pharaoh and Red Emperor do! The Sartars just coordinated clans through diplomacy (and a wee bit of force), built roads and collected tributes, but they were far from feudal land-granting kings. In the local level, I think we can see it as the cultivated land having "3 owners". First there's the Carl lineage or individual citizen, who is the effective owner; then the clan, who is the "default" owner, who decides which land is worked and who is it given to; and then the local earh temple, who holds all land in theory through the prerogative or Ernalda, who IS the land, and for this they collect a tribute from all land. Many temples directly hold land too and have many tenants and slaves, but I don't think the clan or tribe do hold land directly, and the Sartars have no say in any of this.
  2. Comparing the data provided by Jeff in this post with the info on Fonrit in the Guide*, we get this. The number of slaves in Fonrit, specially given its enormous population, is beyond measure, but I think the graphic may not be the perfect reflection of its society. I think that, in the Orlanthi nations, the Unfree and Semi-free are always the poorest of their communities. Most unfree are slaves of war, often foreigners, or bought from neighboring nations, forced to work the hides of their Carl owners. The semi-free in my mind are sort of a bunch of "lesser castes", descendants of conquered or migrant peoples, not despised and humiliated by the rest like the untouchables of RW history (or at least not as much), but also forced by lineage to work the hides of free families and the clan, unable to leave and with lesser rights and usually very exploitative contracts (in the GameMaster Adventure Pack we see that the cottar tenants of Apple Lane must give HALF of their production to the Thane, an outrageous deal that surely must keep all cottars in deep poverty, almost even depending on their patrons for basic subsistence). Meanwhile, while in The Lunar Heartlands the % of non-free is 70% and 85% in Fonrit, in those nations there is a minority of specialist slaves and serfs (maybe around 10% overall?) which are more powerful and richer than most freemen, and some (maybe a 2%) who surpass even the lesser nobles. * I've had to add some things to get the info to fit the nomenclature of the new data. The Semi-free are the "are half-free, half-slave artisans and merchants" of the Guide. I've divided the "10% petty landholders" between an 8% free common and a 2% free wealthy, and the "5% upper class" (the Masarin) between a 2% low nobility, a 1% middle nobility and a 1% high nobility. Edit: I always misspell Sylila.
  3. That's what the Wiki says too, apparently supported by Revealed Mythologies, a book I haven't read, but also not exactly canonical for RQG (I think). But the thing is, those charts are pure godlearnerism, exemplified by the fact that only Lodril appears in them, and not Ladaral, Vesthraken, Turos, etc. Given that the chart seems to group different regional variants and subcults whenever possible, why would the same god have 2 entries in the same homeland? I'm not dismissing the possibility, but to me it's unlikely because then the tables would concur in a weird inconsistency.
  4. The main thing I was expecting from the Mythology book was the cult distribution charts. I thought that those would be more extensive (instead of intensive), grouping the Lunar Heartlands, or Maniria, all in one table, instead of making one for each satrapy/tribe/whatever, but covering further homelands. The way it's presented, though, gives a richer detail, which is pretty good too. Some questions have popped in my head while studying them, and I wonder if they could find an answer here. About the Invisible God(s?): We are presented 3 homelands of strong Malkioni presence or influence: God Forgot, Wenelia and the West Reaches; and some others with some minor influence: inland Maniria, Heortland, and the Pelandan Satrapies. Within those homelands, we can see sort of three "schools" or trends of malkionism, seeing how they're represented by different "cults". First is the classic "Invisible God", which seems to group the Brithini-like God-Forgetters and the heterodox Manirian Malkioni. The second grup are the Aeolians, which, as expected, covers the Esvulari of south-western Kethaela. The third group, the Carmanians, is the most complex one, as their Invisible God tradition seems to be divided between Idovanus (closest to the classic Invisible God, and yet a different cult to that one, main cult of the 4, cult of the Carmanian Wizards), Malakinus (mysterious figure, pretty close in popularity to Idovanus), Invisible Orlanth (just another orlanthi psyop), and Ganesatarus (sort of shadow of the Inv. God, probably main cult of the Spolites, or even only worshipped by them). Enough with the exposition, on with the questions: 1) What does the "Invisible God" label cover exactly? Does it cover all the orthodox (ie. not henotheist) malkioni sects: Rokari, Hrestoli, New Idealistas, Sedalpists...? What about the Brithini and Vadeli? 2) Does the "Invisible God" label cover ALL orthodox malkionists? Because in Wenelia and God Forgot, where I expected a huge Malkioni majority, we se the Invisible God initiates are only around 1/4 of the population. Do the many initiates of Orlanth and Ernalda in God Forgot and the ones of the Grain Godesses in Wenelia cover also "cultural malkioni" who are initiates of said deities too? What about the great Daka Fal numbers in Wenelia, do those represent ancestor cults of the local talars? 3) How is Idovanus different from the mainstream Inv. God? 4) Who the hell is Malakinus, and who worships them? He doesn't even show up in the Prosoapedia. EDIT: Maybe the better question is not WHO is Malakinus but (or maybe also), how is he different from Ganesatarus? These questions seek both to understand the homelands better (as it's not the same that only around 30% of the population of God Forgot are malkioni than that that 30% are those who are only initiated to him, while the vast majority is still malkioni), and also to be able to create tables for other homelands. I have more questions about the tables, mostly about the relationship between Ernalda and the Grain Godesses, but I am not going to write them rn as to not overcrowd the post. I'll may post them later depending how these ones are received.
  5. Where can we find that chart? Doesn't show up in my copy. It appears in the store page but you can't make anything out of it bc of its low res.
  6. I'm not sure if this is the right thread for this, but I'll try here. The book has great art, as always, but this and all other CoR books have a problem that has bothered me most with this one, and that is that most of Katrin Dirim's illustrations are in very low resolution. This, for some reason, doesn't happen in the illustrations of any other of the artists (compare the picture of pg. 24 to the genealogy of some pages down), and also doesn't happen in the printed copies, which have great resolution. This problem is more egregious in this book because it's filled with pretty detailed illustrations by Katrin which are nigh illegible at this state, specially the Calendar at page 8, the Cosmology at page 12, the Lightbringers at page 16, the Ten Copper Plates at page 40, and well, many others I'm not listing right now. I can sort of stand the genealogies to be that pixelated, but those pieces lose a lot in this state. Why does this happen? Why does this almost only happen to almost all of Katrin's pictures? Can't it be fixed? It's not like the PDF it's a "demo" product, the difference in price is the material cost, not the quality. If putting the illustrations at max. res. is problematic because of size shenanigans, maybe the books could be complemented by an "art booklet"?
  7. There are some online. Chitin helmets: https://www.artstation.com/artwork/w6QREO https://www.artstation.com/artwork/562EA Metal helmets: https://www.deviantart.com/scravagghiupilusu959/art/Troll-Band-296582319 I saw some time ago a picture of an archetypical barbarian with a sabretooth skull helmet that I think would fit, but I can't find it now. But this one kinda fits too IMO:
  8. The way I see it: Ancestor cult is about being able to enter the Underworld safely and maintaining a connection between the dead and living clansmen, which provides food and comfort to the dead, and guidance and cohesion to the living. Other than that, ancestor worship is very complex and has huge regional variations. As we know, for the Theyalans, ancestor worship revolves around 1) the unity of mankind though their common ancestor, Grandfather Mortal, 2) Daka Fal, the Jugde of the Dead, who is Grandfather Mortal once dead and 3) the local and specific ancestors, the dead clansmen and clanswomen. Most cultures mantain the Judge of the Dead figure, and all worship their specific ancestors, but the "forefather/first man/being" varies greatly. The Balazarigs, for example, channel their ancestor worship through their (former) eponymous founder, Votank. If they think the Judge of the Dead is dead Votank or another being is anyone's guess, but I think it doesn't matter much. I think most Pelorians are similar, though they connect their founding ancestors to Yelm or Lodril, depending on the status of their culture. The Westerners are even more specific; their ancestor worship is centered on castes, subcastes and noble lineages. The Manimati take a somewhat opposite approach. What I suspect is that SsurEnslib is basically a Middle Green Age entity, who preceded even (some) gods. SsurEnslib didn't create things in a classical sense, but separated into them because of the tendency to create new things that reigned in the Green Age. Somehow, the Manimati managed to mantain the memory and worship of that entity, and associated it to their land. SsurEnslib is "long gone", it stopped to exist at some point, but because Time didn't, and still doesn't affect her, her worshipers can still access her. The Manimati probably think of themselves as the chosen people of the Heron Goddess, the only ones that maintained their original lifestyle, while the other peoples have become corrupted. The Vithelans follow a similar approach. Ebe/Iste is not just the ancestor of Men, but also of many other races. But when people (humans) take on his cult, what they are mostly doing is the same thing the Theyalans, Praxians, Pelorians, and Westerners do: secure their entrance into the afterlife and maintain a connection between Dead and Living. EDIT: BTW, Grandfather Baboon is not a different entity to Grandfather Mortal, they are the same being, who was both Baboon and Man, as the two races hadn't been separated yet when he was struck by Death. Of course, Baboons might see it differently, and they are very free to do that.
  9. In the most remote high valleys of the Shan Shans live the people of the stray son of Rathor, Osho the Bear-Cat. Unlike his Fronelan bretheren, the Oshoi are pacifists, and they always deal with threats by hiding. That's why the Godlearners of the New Dragon's Ring never managed to get a hold of one, and deemed them mere folk legends.
  10. When I ran it, two of my players initiated into Orlanth (Adventurous and Vinga), one to Gustbran and one to Kiger Litor. That last one was a bad call on my part, as now I know that goddess is only worshipped by trolls, but he wanted to be a shaman and liked darkness, so I obliged. But bringing Argan Argar into the clan is easy. Somewhere in the book (I read it a long time ago) it's said that one of the families of the clan was created by a troll. What I went with is that that troll was really a Kitori, so he had the ability to turn into a human and have human children. Thus, that family is part-troll and has a deep connection with darkness. I think it's cool that that family owns the cult of AA in the clan, and as Jajagappa suggests, you can say that the leader of the family is always a God Talker of AA who manages the Shrine (associated with Ernalda). As for Yelmalio, the three temples of Boldhome, Runegate and Vaantar are almost equally close, but as Colymar the Haraborn undoubtedly have closer ties with the Elmali of Runegate. I think it's pretty easy for a notable Enhyli Elmali to have married into the Haraborn one or two generation ago, who built a little shrine associated to the main Orlanth clan temple, and today a little band of 10 or so clansmen are always initiated into Elmal. If this looks too much Yelmalio for a tiny clan, you can connect them trough a parent to the Enhyli or other clan of Runegate, and have them go to that temple to regain points. As for the initiation, I would think that the Troll-friend clan of the Haraborn is big enough to make initiations (though when I ran it my dark shaman player was taken into the Troll Woods for his), but the Elmali are not enough and the player would have to go to Runegate.
  11. Now I wonder if the Jrusteli thought about sending sables or bisons (or even Rhinos!) to the Veldt, instead of horses.
  12. I think we won't know if the Rokari of the Late Third Age canonically worship gods or not at least until the Invisible God book comes out in a couple of years. For the moment, it's up to us. I think we can imagine the West as a gradient, with one extreme being a Zzaburi-controlled henotheism and the other being quasi-monotheism. I think both are very cool and valid, but personally prefer the latter. My personal view is that most dronars only truly worship Makan, through the communal ceremonies. Then each subcaste has their own ancestor cults which are a mix of the teachings and life of Malkion, and ancestor worship to commune with their own forefathers. They also propitiate local gods and spirits under zzaburi and talar approval, but this is not considered true worship (no rune points or spells derived). These are the pure citizens of Seshnela, mainly the ones in the densely populated Tanier river basin, but even they can easily fall back into god-worship if the sorcerous rituals fail due to instability, incompetence, or bad luck. In the Tanisoran hinterlands, where population is less dense, and specially in the north-westernmost areas like March and Dangim, however, most dronars (and horali and talars for that matter) do worship gods. In the remote areas of Royal Seshnela those cults are forbidden and somewhat secret, but most level-headed Zzaburi know it's impossible for those areas to support pure malkionism yet, and thus they only try to quell the most menacing sprouts. In Dangim it's a different story; the natives are very loyal to their divine patrons, and refuse to obey strict malkioni law. This is troublesome and disgusting for most Seshnelan Zzaburi, but their Ralian bretheren are more tolerant, and most importantly, they are under heavy pressure from the Bailifes to just leave the locals be, as they want to keep ruling the province, and any repression would surely cause a devastating revolt. What does this mean in terms of magic? I imagine orthodox dronars can only cast spirit magic, except for the shaman-priests, who need to learn some rune spells in order to connect with their ancestors (axis mundi, summon ancestor, etc.). This may seem harsh, but what else do they need? Production and fertility are handled by the Zzaburi sorcery, and they and their homes protected by horali (aided by more sorcery from the wizards). Adventuring on their own is never a dronar job. If things get desperate, and they have to take up arms, they will be buffed by sorcery too, and most battle magic is spirit magic anyway. In the lands where divine worship, either occult or overt, is commonplace, dronars can have some rune magic, even though those cults aren't as powerful as the ones we see in Dragon Pass or Peloria (2-3 rune spells per cult Max.). As they dedicate more time, money and MP towards deities, fewer go to the Wizards, who are less efficient and therefore make the community more dependent on spirits and gods, creating a situation of "hake that eats its own tail", as we say in Spain. Horali are probably given more freedom than dronars, as they are expected to have to act somewhat independently of communities and Wizards in some cases. Their religion, as well as participating in the communal ceremonies to Makan, are the War Societies. These are essentially watered-down and civilized versions of Hsunchmen cults, as we know. I think Odayla's cult from the Rulebook and the Lightbringers cult and Telmor from the Bestiary can be good stand-ins for the Bear and Wolf society respectively, and good examples to create your own Warrior Societies. The most bestial aspects of the cults can be quelled al gusto, but Horali are meant to be terrifying in the first place, so I don't mind them. The Yelm of the Rulebook can be taken as inspiration for the Horse Society, but only if heavily nerfed IMO. In the barbarian lands near Safelster I suspect most horali openly worship war or war-adjacent gods like Humakt, Urox, Orlanth, Tolat, Maran Gor, etc. What this means is: orthodox horali have less rune magic than the barbarians, but better training and organization, and more Wizard support. The Talars are a whole different breed, however. They may not openly say they are worshipping Orlanth, but in reality they are doing it through their ancestors. I suspect each dinasty has a Burtae/Srvuli which they consider their remote ancestors. If I had to guess, off the top of my head I'd say the most popular ones are Ehilm, Worlath (Aerlit), Ladaral, Magasta (or Wachaza, Diros, IDK, some water god for Pasos for sure), Issaries, LM, Seshna and Tanier. For game purposes, I'd say you can take that cult and go with that, maybe with a little quelling on Rune Magic. Anyway, those are my two cents.
  13. I get Eiritha but Waha outside of Prax? O.O I thought he was only known to to the descendants of his covenant. Was he present anywhere else?
  14. I love that idea. That makes a lot of sense actually. That way you can have things like Six Ages, and even TTRPG campaigns before Time. Of course, if characters were to wander to distant regions, things would seem very weird to them, but that's alright as not many people wandered much before Time.
  15. Correct me if I'm wrong but, isn't the basis for becoming a man-of-all to have experienced Joy? Joy being a sort of mysthical connection to the Invisible God? The way I saw things is that, unless you have a whole state apparatus designed to elevate ppl to men-of-all status, a thing that has only happened in Loskalm and very recently, becoming a man-of-all was about joining a usually isolated monastic community in which people of all castes learned from each other as for to master many different tasks, and experienced Joy through it. From what I've read, men of all are a mix of some Talar, much Horali, a bit of Zzaburi, and very very little bit of Dronar. Due to the radical caste system of the Rokari, it would make sense (to me at least) that the heretical Hrestoli of modern Tanisor were either malcontent peasants who band together in secret monastic societies which claim that all malkioni should be men of all, or idealistic Talars (mainly second sons and the like) who despise the oppressive system and want to commune with the peasants in some way. Those two kinds of groups would probably be very different and not have much connection. Dronar rebels would only work with other dronars as typical underground sects, and wannabe knights would just be running around, helping towns with their problems, being friendly with the populace and so on. No doubt some seshnegi now undertake the difficult journey towards Loskalm, the fabled land where castes have been abolished and every man can live to their full capabilities... Only for those that survive the journey to find an bleak and cold land beset by rabid and warmongering barbarians... I think we don't know why was Rikard exiled, but there is no lack of reasons to exile a wayward noble in an ancient state. Hrestoli proselitism is probably more than enough to grant ostracism if you're a talar, and a death sentence if you're anything else.
  16. I haven't yet, but I plan to read it someday. I've only read King of Sartar and skimmed through Heortling Mythology.
  17. Now that I think of it, many novels and specially comic books have long traditions of exploring time, multiverses and such things, much more than "traditional" fantasy. Sadly, I've never delved far on those kinds of stories. After reading your comment I re-read Jeff's post about Kralorela and found that the last Emperor before the Dawn, Vashanti, is mentioned to have "went to the underworld to return the Viceroys of Day and Night from the Underworld". IDK how I missed that. If I recall correctly, the last Vormaino dynasty before the Dawn is said to have abdicated just when it happened, so the myths may be very similar. I think that points towards a kind of "the Many Lighbringers" myths, meaning that all civilizations who managed to exit the Darkness by themselves have their own similar stories in which a great god or hero travels to the Underworld and revives the Dead Gods. And because the defeat of Chaos is a story of I Fought We Won, which means that We won because everyone did their part, you can magically prove that all those beigns indeed revived Yelm, maybe even Yelm itself (or a part of himself). Then imagine the case of the Mistress Race trolls of Dagori Inkarth. Some of those beings probably began their existence in the Green Age, before things really were differentiated, that means they even existed even before they were Uzuz!. Then they lived in the Golden Age, when Death didn't exist. Then they were expelled from their homes and forced into a land that was hostile to them (and they were hostile to the land as well). And then, after being witnesses to the worst of Chaos, Time was born, and they were suddenly cut from all their previous existence, which they had lived by for what now seemed like tens of thousands of years. If all that doesn't turn you crazy... Every time I read about Plentonious in this forum or even in official books, ppl are talking about how wrong he was, so I don't know if he is to be trusted in any matter 😆. I'm sure many Theyalan Knowing God scholars say Dara Happan historians are less deserving of trust than a Trickster, but that is the nature of scholars anyway. --------------------------- BTW, this thread has made me more aware of how much of a threat is Sedenya to the Cosmos... I think I'm more anti-lunar than yesterday.
  18. The recent posts in the Well of Daliath by Jeff about the worldview of the Solar civilizations are very interesting. But I think that one very interesting point those post haven't covered is how do those civilizations think of Time/The Dawn. The thing is, I don't think you can realistically ignore the Dawn. The Dawn brought back to life many dead gods, it brought back the Solar Disk where before only dim and cold Yelmalio resisted, and it brought back the life-force of the Earth, and thus agriculture. But of even greater importance is that since Time came to Glorantha, no God has free will. No God can act of his own volition, only through their followers, and only following his already established mythical patterns. That can't be missed either. And of course there's the matter of Time itself. Did those people "feel" the birth of Time? Did humans before Time die of old age? Did they age? Did they feel things happened one ofter the other? It may be fine for us to think about Vingkot as a mythical figure and not worry about what happened before or after, but many people, like Aram Ya Udram or Froalar, did experience existence both before and after Time. We know how orlanthi (and I think trolls, elves and probably triolini share orlanthi mythology in this aspect) think about this milestone. In the Greater Darkness world was fucked, chaos runned rampant, and it was the fault of the gods for being short-sighted and cruel, fighting constantly among themselves. When chaos was so victorious that it even began to fight against itself, many heroes emerged to fight it. Then Urox killed Wakboth, Magasta sealed the Void, and I fought We Won. Chaos was hardly beaten but the world was still broken and battered, and then the 7 Lightbringers did their quest, and made pacts and sacrifices in the underworld to mend the world for good. And then the pacts were sealed by Arachne Solara. To uphold the pact (that means, to keep the Devil tangled on the Web), all gods have to renounce free will, and give the reins of Glorantha to the mortal races. My question, perhaps too extensively worded, is, how do Solar civilizations reinterpret what I've just said in their own worldview of Solar primacy and Golden Age perfection? BTW, even though Peloria is the Solar civ. par excellence, I'm even more interested in the East. https://wellofdaliath.chaosium.com/solar-worldview/ https://wellofdaliath.chaosium.com/continuity-with-the-golden-age/ https://wellofdaliath.chaosium.com/solar-purity/ https://wellofdaliath.chaosium.com/kralorela-and-the-eastern-dynasty-of-light/
  19. I imagine it's one of the many underground arkati-stygian sects in ralios. They seem to work closely with the trolls, and worship Argan Argar. Maybe they claim Argan Argar is the father of Arkat? Or holds the secrets to bring him back? They will probably support the Troll Arkat that emerges as one of the 5 Arkats, and that spells trouble for a lot of people.
  20. The King of the Sambari is Vamastal Greyskin, also the leader of the Wilmskirk confederation. Apparently an accomplished warrior and fanatical heroquester who has gone half-mad, and gained his eponymous grey skin, from his many journeys on the Gods Plane. AFAIK we don't know much more about him, I don't think he is described in earlier publications. He seems a very interesting character and leader, I'm excited to see what the finally make of him in further books. (in some posts he is said to be king of the Balmyr, but I think that's a typo). https://wellofdaliath.chaosium.com/the-view-from-boldhome-late-1625/ As for the Wolfrunners... Do they even have kings? If they do, I don't think there's one during lunar occupation, maybe one could emerge once the New Sartar consolidates.
  21. Last summer I successfully ran the marvelous CoC adventure "The Haunting" for two family members who had never played TTRPG games, and they loved it. Now we are planning another session in the following weeks. I love CoC, but I love RQ even more, and wanted to try to get them into it, but I'm having trouble thinking of a pre-written adventure that is short and suitable for two PCs, so I wanted to ask for help here. Does anyone have experience GMing for only 2 PCs, preferably for total Glorantha virgins, and wants to share some wisdom? I think most RQ adventures are a bit too combat heavy for only 2 players, or too long. Cattle Raid has that problem IMO, too long and too dangerous. A rough landing seems a little better? Maybe by cutting on some enemies? I'm open to check out adventures on the Jonstown Compendium ofc.
  22. By Yelmalio, they're even better than I expected, can't wait for the 17th!
  23. Just ran to the online shop to get it. It's as gorgeous as spected. At a first glace, it covers info on gods from all around Glorantha, I thought it would be only centered on Genertela, but it's not, and that's great. And as always, Katrin Dirim is an astounding artist.
  24. Can we know if Yelmalio will be in the Lighrbribgers cult or in a future Light pantheon book?
  25. In my Glorantha, most people have never and will never see a map, they just go by oral directions (follow 2 days the road to Apple Lane, then you'll see a Dragonewt plith, turn then southward and then...) which is pretty unreliable and requires a lot of knowledge of the area or asking for directions from locals. In great cities or temples (I'm talking like Rainbrath or Jonstown's LM temple level) can have somewhat useful maps of countries and kingdoms and in smaller cities or militar institutions they might have crude maps of very small regions on which they operate. I also like to include ancient somewhat alien-like maps made by the magic of the Middle Sea Empire or the EWF that are pretty much reliable, though ofc also dated.
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