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Can anyone tell me a little more about the Aeolian Church’s magic and how to play it? I just started my RQ2 campaign and it’s in Heortland. Jansholm is the base city with Aelbreht as the Bishop of Jansholm living in the Cathedral to St Elmal. If there’s a bishop and a cathedral, I’d like to introduce more of its flavor since they seem pretty dominant. After reading Tradetalk 12 and the GtG, I gather the Aeolian Church follows the Creator or Invisible God but accepts some of the Orlanthi pantheon as manifestations. (I don’t know if I got that right). But unlike the RQ2 cult’s that I’m used to, those using battle and rune magic, the Aeolian church hierarchy uses sorcery, right? (If so, FWIW I’ll probably integrate RQ6’s sorcery for them.). Am I off base here or kind of on target?
I was reading thru my copy of Tradetalk 12 which is a special on Heortland. In there there's an article on 'The Esvulari: Children of St Aeol' by Mark Galeotti and Greg Stafford with a nod to Joerg. One of the many items that piqued my interest were the sigils they used for Worlath (Orlanth), St Ehilm (i think that's Yelmalio), etc. They are basically Orlanth's rune, Yelmalio's rune, etc, in a triangle. The cover picture for the article shows the Fire/Sky rune in a triangle. Then in the article body it mentions Orlanth's rune in a triangle... these appear to be the saints runes they use. Does anyone know if this is how it is now? (Great article by the way.) Then do the Esvulari have tribes or do they mainly or more so associate with cities? I think the Bandori are an Esvualri tribe, right? Oh, and was there a Heroquest book that focused on the Esvulari? At the end of the article in mentions a forthcoming HQ book that reflects Esvulari views. (i couldnt find one). (And thank you to all that have helped enlighten me in this area of Glorantha. My RQG campaign will be centered here and i have just about all i need because of you, thank you, Gil)
I read the very helpful HQ Voices-Esvular that talks about an Esvular village on the coastal flats below Viziel. It talks about the village of Beauchief and the population being about half Orlanthi/Hendriki and half Esvulari. Well, i'm familiar with the Orlanthi family and clan structure but not the Esvulari. HQVoices-Esvular mentions the Esvular village leader is a knight who owes fealty to the count of Viziel who in turn owes fealty to the Earl's conclave. From other readings and posts, i gather the knights are more like cataphracts. But what i dont know is, how is, with all the great RQG that has come out, how is the Esvulari government or structure like? Are their still knights, dukes, counts and earls... and these report up to the annual talar councils at Mt Passant? (mainly looking at 1625 but any info is great). Oh, and bishops are called Watchers? (my guess is, now that some silt may have settled and development done, more info may be at hand... and thank you in advance)
In Sartar Rising Part 1, Barbarian Adventures (november 2001) theres was an interesting list of prophesies from the Priestess of Kev. Has any of them come true or better yet, did you find an interesting way to use them in your game? From a secret hearth on the north-western borderlands of the Cinsina, forty-nine Vingans are dispatched to the clans of Sartar, each to seek men and women of courage. Commanded by an exiled queen, they draw strength from the new secrets of an old myth. In the hills above Whitewall, three exhausted men and a maid of spears together swear an oath to avenge their slain companions. The vow they make is terrible, and it will endure beyond death. They will go north, but first they journey south, to seek the counsel of one who worships a foreign god. Behind the markets of Swenstown, a Lunar sorcerer finds a new truth in the body of slain woman. In the eastern grasslands of the Balkoth and the Kheldon, small bands of Praxians, Sable and Bison and Antelope together, come in peace to the tulas, each wearing the badge of a white bull. Within an ancient Youf ruin hidden amidst the Wildlands of the Tovtaros, an imprisoned spirit chants to a solitary hunter. The hunter listens for three full days, crouching beneath a carved wall on which Orlanth rides a dragon. From a distant eastern land, a caravan of silken priests arrives at the high gates of Boldhome. They bring a new color and a new way of listening that even the most sophisticated Lunars have never seen. In the night sky over Alda-Chur, balls of blue fire flay the sky a full season long, and the stars are rocked by a dark wind. Midst the hidden heights of the Storm Mountains, in an ancient wind-stead made of lightning, six jars are broken, and new winds spiral and pern across the land in a long-forgotten gyre. In a castle made of lead by a lake fed from a hole in the sky, a dark priestess is driven mad by visions of what is to come. In a vineyard stead of the Colymar, a young Earth Priestess gives birth to three tattooed girl children, though one is taken in the night. By the mystic road to the east of the Dragon’s Eye, nine full priest dragonewts light seven pyres of green flame that shriek in darkness and do not fade. Two creatures are left afterwards. In Heortland, a young king receives answers to three questions he has not asked from a stranger who does not speak.