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Found 9 results

  1. Sir_Godspeed

    Para-Orlanthi

    So, after the roaring success of my Earth People thread (the responses to which I'm still very thankful for), I've decided to look into another one of the wider areas I've been thinking about: the descendants of Umath and their respective followers. For simplicity's sake, I've lumped them together as "Para-Orlanthi", but just "Storm peoples" work as well. To start off, Umath, the Primal Storm was begat by a union between Sky and Earth, and claimed a realm for himself, the Middle Air, with violence. He was later killed or maimed and chained, essentially leaving him out of the rest of Gloranthan mythology. Not to dwell on basic mythology here, just sort of setting up the threads I want to follow. Before he was brought down, he seems to have begot several descendants with various entities, most famously Orlanth with Kero Fin. He and his associated deities, in conjunction with allied Earth deities, would give rise to the Orlanthi as we know them today. However, this wasn't always the situation, and this is sort of what I'm looking into. Below I'm going to go through some of the stories and events I know about. They are not meant to be exhaustive (but feel free to add to it and help enlighten me/the question), but sort of put some things into perspective. I'm going to keep in mind that all of them have a source, and few can be seen as objectively true or even particularly reliable, but I don't have the patience to mention that after every story, so I'm just putting up this disclaimer. To start off, did Umath himself ever gather about him followers beyond the scope of maybe a band of heroes, ie. something that could feasibly be called a "people", whether clan or tribe? In short, was there were a "Primal Storm"-people? For his descendants, I'm aware that Vadrus had his "Vadrudings", or "Hurt Everything Clan", which besides being featured in (Theyalan) Orlanthi mythology, are also present in Six Ages to a small extent, and seem to be involved in the creation of either the Danmalstani in general or the Waertagi specifically through Aerlit. I'm also aware that Vadrus had some run-ins with draconic entities, and may have released a Heler-equivalent of some kind (not sure how this tale relates to the near-identical take featuring Orlanth). Any information about how the Vadrudings were organized or who they were would be excellent. I'd inquire about their female members as well, however everything I know about them seem to indicate that many of them were probably abducted and held against their will. Given the Piscoi's origin from raped Niiads, and the emphasis on Aerlit's exceptionality in seeking consent, it seems likely to me that the Vadrudings stood for some of, if not all, of the Piscoi storm ancestry. The Dara Happans seem to have included him as one of two prime deities of the group they labelled the "Erlandings" (with Erlandus being Orlanth), although whether these constitute a separate storm people, or were just one of several migrations I have no idea. In Heortling myths, he is active seemingly even before Orlanth (such as in the myth of the First Ring), perhaps indicating he is an older brother (that story is pretty out there in general though, so who knows). We're also told Vadrus fathered a daughter called Molanni, the goddess of Still Air. To me, this seemed like a way for the Orlanthi to account for Entekos, the goddess of "Good Air", who is an air deity of considerable age and notability in Pelanda and later, Peloria as a whole, but is seemingly entirely absent in the actual Air peoples' stories. This was strengthened by her being mentioned as a traitor. However, since she is mentioned by name in the Wedding Contest for Yelm, and contrasted with Dendara (the other possible Entekos-mask/equivalent) I'm not sure how plausible that is. I'm more tempted to see Entekos as a direct daughter of Umath now, but that's pure speculation on my part. In the Gods War, Vadrus was killed by Chaos, and essentially rendered null and void, beyond reach, thus presumably also ending the Vadrudings as a people unified under his rule, if they could ever be said to have been thus. However, before this, Vadrus was, after an attack on Barntar, defeated by Orlanth, and we're told that Valind was given his father's properties. That's the Glacier of course, which seems to me to imply that Vadrus may have already personified winter winds, however this is not necessarily true, it may have been a novel project started by Valind after his father's disgrace. Curiously, I thought Himile might've been Valind's mother, but Himile is stated as a male, and merely on "good terms" with the god of cold. We know Ice trolls inhabit the glacier, but I assume some kind of semi-demigod people of Storm descent inhabit it as well. Do have any canon mentioned of anything along the lines of "Valindings"? Valind's son, Ygg, is the first case were I can find a clearly stated, presently-extant people of Vadrudi descent. The Yggites reside on the Ygg islands, and are mostly famous for their Wolf Pirates. Most fan interpretations of them I've seen seem to see them as a more brutal and violent version of Heortlings, essentially. To me, it would be interesting to see how their interpretation of mythological events differ. Heortlings see Vadrus as an overly violent bully, Valind as a coward, and Ygg as a nuisance, it seems. Conversely, I could for example see the Yggites viewing Vadrus' death as a courageous sacrifice to protect his kin (or refusing to step down from a challenge, no matter the odds), as opposed to the Heortling view that he was just trying to get Wakboth's power. The Yggites are also a great deal more maritime, compared to their mostly landlocked Orlanthi cousins, as befits the people of the Sea Storm. The wiki seems to use "Vadrudi" as a collective term for all Storm-worshipping people of Fronela (including the Orlanthi Jonatelans), but I'm not sure if that's a very accurate and descriptive usage. Personally I'd limit it to whichever culture can seem to be traced back to, or continue to practice, Vadrus-derived social forms or beliefs, such as, presumably, the Yggites. We also have other children of Vadrus, such as Iphanna and Gagarth, but I've never seen any actual peoples being associated with them, so I will pass by them in silence and leave any inferences about hypothetical mist-people or the Wild Hunt to others. Now, moving on to another son of Umath (EDIT: he seems to only sometimes be ascribed a son of Umath, I must admit I just assumed it. Still, he's a Storm deity, so I'll leave him here.), I'm looking at Ragnaglar. He is most known to me, prior to creating the Unholy Trio, through the Initiation story where it is heavily implied that he is driven mad in the Sex Pit, and in the Descent from the Mountain, where he is accompanied by the Great Goat. I'm not sure if it is Ragnaglar himself who is totemic to the goats, or if the Great Goat is Thed, much like the Great Cow is essentially Uralda , the totemic entity/beast mother of cattle - however it's clear that goats are taboo for the Orlanthi due to their association with him, and that the Broos, who by default are goat-like, are his "children" in some sense. From what I gather, the new Bestiary has retconned their origin from the "Primal Rape" of Thed to a previously existing race of goatmen who followed their ancestor deities, Ragnaglar, Thed and their "adopted" mother Mallia into Chaos-worship. In that sense, I suppose that if there ever was a people we could call the "Ragnaglarings", it would be the Broos. I don't have too much else to say about that, really, aside from that I wonder if this means some Broos can reconnect with some Storm-heritage, or if it's been burnt away by Chaos. Would make for a pretty out-there Heroquest for an enlightened Broo or something (or even leading to Old Wind-style enlightenment, as opposed to Lunar/Nysalorean style)(Addendum: Aside from the Storm association, his goat-association is an interesting parallel to Urox, both being animal-associated, and having a massive duel on either side of the line of Chaos worship.) I'm going to pass Humakt by, since it seems he explicitly had no children or amassed no conventional clan or people, aside from, allegorically at least, Arkat (in his Humakti aspect) within Time. He seems to be a pretty orthodox and integrated aspect of the Orlanthi proper. I'm tempted to say the same for Urox, but throughout the time I've been here, people have mentioned the presence of several Storm people invasions across the world, from the Erlandings, Ram People and Andam horde in Peloria, to the Desero Horse, worshipping the storm god Baraku who tried to cross the Fense in Pamaltela, and who knows elsewhere. Some have raised the possibility that these were Uroxi, or Storm people associated especially with him. I'm also tempted to think of the currently-isolated people of Charg. More importantly, it seems to me, is Urox, or Storm Bull's role as a primal ancestor of the Praxians. Now, the Praxians aren't really Storm People (although they acknowledge various different roles for storms in Prax and the Wastelands), but they are Waha's people, and Waha is Storm Bull/Urox's son, unless this is a later syncretization and innovation. Importantly though, Urox isn't just the ancestor of the humans there, but also the herd animals. There seems to be a reoccurring theme of Horned Storm-patriarchs, such as with the ordeeds of the Andam Horde (with Varnaval the Shepherd King as their "horned patriarch", possibly), Urox of Prax and all its myriad herd beasts, and possibly even Ragnaglar and goats/broos. Heck, with the usage of the term "Rams" from a DH perspective and in Six Ages for Storm people in general and Vingkotlings in particular, and Orlanth's frequent depiction with coiled ram horns, as well as one of his sons, Voriof, being depicted as a literal ram, this seems to be a trend continued across the board. It also ties into the idea that mammals were a new introduction to a previously reptilian and avian surface world. Not sure what the many mammalian Hsunchen would say to that, but that's a matter for another time. Kolat is another of Umath's sons, the Spirit Father. The only "people" I've seen overly associated with him, aside from non-hereditary shamans who are otherwise a part of mainstream Orlanthi society are the Wind Children. Their ancestry eludes me, as they are also noted to worship Orlanth himself. Their wings make me think of Sky-descent as well, but I'm wary of taking such things too literally. Either way, it would be cool to see some connection there. From what I understand, Kolatings aren't celibate, but I could be wrong. I'm also not sure if Kolat's spirits can be seen as his "descendants" or "people" in any meaningful way. So, that's about it, as far as I've read and seen so far, and any thoughts about this is very welcome. Anyone I've neglected? Other cultures perspective on Storm peoples? I've not gone into mainstream Orlanthi (Theyalan, Heortling, Talastaring, Alakoring, etc.) pantheons or peoples, since that would be like ten times what I've written already.
  2. Armadeus

    Advice for Satarite Campaign

    I'm going to be running a game set in Sartar/Dragon Pass soon. The PCs are going to be the young adult children of members of the clan ring/prominent thanes who get tasked by the ring to be kind of problem solvers in an attempt to make a name for themselves and make them worthy of inheriting their parents prominence.The way I'm currently thinking about doing prep is taking the Dragon Pass board game map (available via google image search), noting where the PCs clan tula is, figuring out where the other clans/tribes are, stocking some hexes they are likely to go through using the Ruins & Relics tables from the old Judges Guild Wilderlands products (ignoring the ones that aren't very Glorantha), and putting 5-10 ruins/dungeons for them to explore because both my group and I like dungeons. Then I would use a random hook generator I have to make up what problem the ring needs dealing with (or what problems they can pick from) in a given session. Does anyone have any advice for this sort of game? What are some things that can be interpreted as dungeons that exist in Dragon Pass/Sartar? What are the best things I can read in a short time to get my head around that area of Glorantha? What would be a good way to introduce my players to being Orlanthi?If it matters I am using OpenQuest with some stuff borrowed from RQ 6.
  3. Martin

    Heroquests

    Is it possible to Heroquest within the era of time? or can heroes only heroquest to the God's Age? Or is this a violation of the Comprimise of Time? More specifically, can you go to Orlanth's Hall in the God Plane then leave a door to the Hero Plane of the Dawn Age?
  4. m0n0cular

    Orlanth without Ernalda?

    What do Orlanthi tribes do in lands where the earth isn't Ernalda? For instance, in Peloria or Ralios.
  5. Martin

    Orlanthi Justice

    In Orlanthi culture is cannibalism seen as a capital crime? If not what is the punishment? What is the exact nature of what is considered to be criminal...is unwitting cannilbalism the same as intended? If we accept the definition of: Cannibalism is the act or practice of humans eating the flesh or internal organs of other human beings. Then is it cannibalism for one sentient race to eat one of their own ? What about if a human knowingly or accidentally eats the flesh of a sentient being...is that cannibalism?
  6. Not sure if this is of interest, but over at D-infinity.net, I have been writing an ongoing story of my player characters' adventures exploring my interpretation of the Clanking Ruin: To Teak the Nose of the Red Goddess. It is up to Chapter Five at present. Here is a link to the first Chapter: http://d-infinity.net/fiction/runequest-thursday-94-fiction-tweak-nose-red-goddess
  7. Ian Cooper

    The Coming Storm AMA

    Some folks have picked up The Coming Storm, some have not. I wanted to create a thread where folks could ask questions, either about what they are reading or about whether they should buy. First of all, let me capture the answer to a few common questions: Why is this in two books? There are a number of pragmatic reasons: it would be cheaper to ship and the first volume would be completed faster, and could be interleaved more easily with other priorities as a result. In addition there is a natural divide between the two volumes. The Coming Storm (Red Cow Book I) is the setting material. You can use this as a sandbox campaign setting without the other volume (although we do provide some 'template' episodes there that will help with a sandbox campaign. In addition, players can read this volume as it represents what most people know of their local area (there are one or two secrets, but nothing players should not know if they can be trusted to only use that knowledge for MGF). With a more complex setting like this (we have over 60 NPCs) then having the PCs armed with knowledge of the NPCs and places can actually help with gameplay. The first volume focuses on the Red Cow clan of the Cinsina and includes details of their clan lands and primary settlement, Red Cow Fort. It also includes details of their rivals and neighbors, the Dolutha, and the settlement of Dangerford as well as the Red Cow's enemies the Emerald Sword clan of the Dinacoli, and the Two-Pine clan of the Culbrea. There is full detail of the Cinsina tribe, and their history as well. Finally we detail the Rebels in the area, Telmori, and the settlers of Wulfsland, including the settlement of Stonegate. The heart of the material is the description of over 60 NPCs, all fully illustrated. It is intended to form a sandbox campaign setting. The second volume, the Eleven Lights provides a campaign that runs from 1618-1625 and takes the PCs through the darkest years of the Occupation to the Liberation. It allows the PCs to take part in one world-shaking event (that has not been previously detailed in print, although the Guide alludes to it), which gives the second book its name. The presentation format is similar to that of the Great Pendragon Campaign. For each year we detail events of the Hero Wars that reach Sartar (by news or direct impact), local reaction to those events, and suggest scenarios that could occur in that year. We detail specific scenarios for key local events. These can be used as inspiration in a sandbox campaign, or interspersed with your own organic episodes to 'tell the story' of the Red Cow clan in the Hero Wars. The material is open to diverging based on player action and support is provided for managing that. (In playtest nearly all campaigns 'go their own way' by about 1623 so we provide more scenarios for early years to 'introduce' the setting and less later.) Can I use this with System X? The advantage of Heroquest for gamers using other systems for Glorantha (both official or home-brewed) is that it has very little need for system material in a campaign book such as this. Beyond a line for keywords for NPCs, which can easily be treated as inspiration for stating them for other systems, there is little 'game' text. So you get value for money, by comparison to using many products with a ruleset you don't play. Of course in play you have to provide the stats for those NPCs. However, in most cases the PCs will not 'fight' with kin so you only need to decide on the level of their social skills, as and when you need them, reserving fuller stats for 'enemy' NPCs as and when you need them. (We may do a stat pack for other supported systems, such as RQ2/4 and 13thAge - no promises though). But a Heroquest book looks much like a system-less book. When is Vol II coming? Soon. We are in layout (having finished the text and art). Once that is complete it joins the queue for printing. It's hard to give exact dates, because other Chaosium products compete for resources, but rest assured that the book exists in an advanced stage that this will be sooner rather than later. it's not just a piece of advertising copy in the back of RQ2 ;-) Is Broddi supposed to annoy the players? Yes. The key struggle is between the 'Three Rivals' to replace Broddi, whose hour is done. We trigger that in the campaign in 1623, but in your campaign it could occur earlier. One reason for the rivals is to force the PCs to take sides amongst the different factions vying for control of the soul of the clan. The 'situation' is built as a 'tense' status quo, ready for the PCs to throw things out of balance (it might even be a PC who replaces Broddi). Although it's worth noting that in one of my playtests one or more PCs decided to be loyal to Broddi 'right or wrong.' But fire away and I'll seek to anwer PS I don't expect there to be 'system' questions, so I am posting it on the Glorantha thread. If system specific questions come up, just post a link here to a question on a more appropriate forum.
  8. Viktor

    RuneQuest Imminent

    So I am soon to begin a new campaign of RuneQuest, reffing for my two best friends and girlfriend. They are all fairly green players so I am very much looking forward to introducing them to the wonders of Glorantha. I'm planning to set them in Sartar, near Starfire Ridge just after the initial, but not complete domination, of Sartar by the Lunars as Orlanthi that get embroiled in rebellion. It's looking like I'm getting two Babeestor Ghor initiates (played by the two most brutal women in my life, fittingly) and un-confirmed on the other friend but probably an Orlanthi warrior. My initial plan is to have the two Babeestor Ghorians at the Ernalda Temple by Clearwine, and have them tasked to escort an Ernalda priestess to the made up village of Broken-Sword, the sight of an old Humakti fortress (now ruined) which has been moved into by a small clan and turned into a village. My premise is, the crops are failing and the priestess is coming to pray for their renewal. There they meet the other player and begin adventures in Sartar, probably starting with a hunt for some missing villagers (it ain't going well for the people of Broken-Sword) that ends up with them on Starfire Ridge fighting broo. Beyond that and a couple of random ideas, I don't have a massive plan for how they end up embroiled in anti-Lunar rebellion or on general adventures for them. Anyone got any thoughts/concepts that have worked for them or they think would apply?
  9. So, I came to Glorantha about a year ago after playing King of Dragon Pass (now easily one of my favorite computer games, and I've played a lot of them,) and purchased the Guide to Glorantha in July. I'm overall happy with it, though I have plenty of hang ups, one of them being the relative homogeneity of Orlanthi religious views, despite the lack of a centralized authority to enforce an orthodoxy. There are essentially three variations on Orlanthi religion as presented in the Guide; Heortling, Esrolian, and Malkioni/Orlanthi fusion. This just doesn't make a lot of sense to me. How can a people spread out over such a wide area and so often isolated from one another have so few permutations of their belief system? To illustrate how I think more perspectives on Orlanth and his worship by his followers could help the setting, I will point to The Elder Scrolls, which owes much to Glorantha, and a figure central to it's cosmology in the same way Orlanth is to Glorantha: Lorkhan/Lorkhaj/Shezzar/Lyg/Shor/Sheor. In the mythology of The Elder Scrolls universe, Lorkhan is at the center of the creation of Mundus, the mortal plane(t). What varies is why he did this, whether or not it was good, and how he did this. I won't go into great detail, but here are a few views on Lorkhan from various peoples: Altmer: Lorkhan tricked the Et'Ada into creating Mundus, and thus sacrificing their own power. He did so because he was evil and jealous. The Mundus is a prison and we must escape it. Triminac, a hero to the Altmer, tore out his heart in just revenge for his crime. He is the god of Men. Dunmer: Lorkhan tricked the Et'Ada into creating Mundus, and thus sacrificing their own power. He did so because he knew the truth of things, but the Et'Ada were so stuck in their ways that only evil and lies would convince them to do the right thing and create the testing ground of Mundus and the Psjiic Endeavor, which we must escape to learn the truth of things. Triminac, a hero to the Altmer, tore out his heart in anger. He is the god of nothing, for he is dead. Nords: Shor and the Et'Ada banded together in sacrifice to create Mundus and end the stagnation in the universe. The creation of the Mundus ensured an always-changing place, which would reset itself every Kalpic cycle and be created anew. He tore out his own heart in sacrifice. He is the god of warriors, leaders, and visionaries. I could go on. The point of this thread isn't to say "TES is better than Glorantha," because for one that's not productive, and for two I don't think that's true. Now the situation with Lorkhan is not the exact same as Orlanth; these views come from wildly different cultures, and have much less in common than the various Orlanthi peoples. My problem is, as stated before, the Orlanthi don't have nearly as much internal variation as they should, logically, and that the setting suffers for it. I think it might be helpful to think of the Orlanthi as being unified in much the same way old European mythologies are unified; most of them have some kind of storm god at the head of their pantheon, but have myriad variations on just who they are, what they're called, and what their personalities are like. TL;DR I feel that the various Orlanthi peoples are too similar to one another and that this hurts the setting and, frankly, makes the Orlanthi feel old and overdone. What do you think?
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