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  1. Chris Klug over on G+ asked for a list of Praxian gods with their runes. This prompted me to update my work-in-progress structure of the Praxian Tradition that I'm using for the Prax book. Some of the societies are mentioned in HeroQuest Glorantha, and this PNG puts them into the structure I'm using.
  2. @Joerg and @davecake have led me to spawn a new conversation leaving the bison behind. When I started writing the Prax book I was told to limit my sources to those considered canon. So Cults of Prax, nomad Gods 1, basically the old Chaosium stuff, Greg's notes, a load of cool unpublished stuff and asking Greg. Some stuff is specifically excluded as well. One of the first thing I did was look at the rune affinities of the tribes. All of the major tribes have these affinities as you are aware and the morokanth's is Darkness. Under HeroQuest Glorantha this means it's their dominant elemental rune and if they have it it effects them as per HeroQuest Glorantha page 14: Not all morokanth have it as their dominant element: Element Rune Spread of the Morokanth The Empty 1% M F Storm 10 2 Earth 2 10 Fire 1 1 Darkness 85 85 Water 1 1 Moon 1 1 check row % 100 100 The personality trait of cold manifest as being very matter of fact in their killing. They are not meat eaters and so its just a job harvesting meat for their herds. I'm drawn towards some of the feelings expressed in the Larry Niven novel Footfall as to how it is perceived, with the invading vegetarian herd aliens slaughtering their enemies. Likewise with cruel, it has some of the same overtones, feeling no concern about inflicting pain and suffering. It's almost like they have to prove a point to the 2-legged tribes. Secretive is their way of life, their crespular existence hiding themselves from the world to survive. Likewise they love to fight chaos. Their ancestral grazing Close to the Goddess lies between the Paps and the Devils Marsh. In the years after the Dawn, they were the primary defence against chaos incursions, a fact begrudged by the other tribes. Morokanth can always be found fighting alongside Storm Bulls, although they have the second to lowest Storm Bull membership of the major tribes (See Cults of Prax appendix C, the Sables now have 0.5% membership). With their spirit societies, 50% are members of the Shadow People, the darkness society that Waha made home for the Darkness spirits he befriended that helped people survive: It's no coincidence that the society's holy centre is Bigglestone (see the Guide) and it lies within Close to the Goddess. Dark Eater is the largest spirit of the society and many consider her to be its leader. Although there are many other Darkness spirits who help the Praxians: Grandmother of Spiders, Night Woman, Raven, White Princess, and other smaller more local ones. Other darkness spirits come via the Troll tradition. Not all Morokanth shaman deal with Dark Eater.
  3. October's issue of Monster of the Month is now available on the JC! The Salt Man is a creature which should be impossible. It is the birth of a barren womb. It is the seed of an impotent sire. It is dryness and drought, a walking extinction which pretends to live. This issue of MOTM describes a Praxian horror, its legends, the rites performed to appease it. About this Series: Monster of the Month is a series of new bestiary entries for Chaosium's RuneQuest: Roleplaying in Glorantha. In addition to statblocks and behavior, most entries will include supplemental detail and advice for gamemasters and/or new adventurer options for players.
  4. Some of you might be interested on the current work on the Prax book. I've been mainly working on the Praxian history section. You might think that we knew plenty about this kind of thing because of the Guide and the Pavis book, but it turns out that most of the history is Pavis / Zola Fel Valley-centric. Some areas are completely blank in the Praxian's history - Who and what was/is Jaldon, Sheng Seleris and his influence, the migrations into to the Wastelands and the Praxians interactions with their neighbours. Some of this will go into the book, the rest will provide a basis as to what is currently going on. I now really understand why Greg produced stuff like GRoY and his other unfinished works - they give insight into the current situation. Currently I'm looking at the expansion of the Praxians into the world starting at the Dawn. The basis of this are the Historical Maps done by Lawrence Keogh in the Guide and AAA, this is something we worked on together and so I am using the vector maps that were produced for it. The second source is the Wastelands section in the Guide which I fleshed out, this was the also used for the Historical maps. I've started by mapping the Covenant and the other groups that are present in the Wastelands at the Dawn: The Covenant was actually centred around the sacred ground of the Paps, but didn't contain the Ostrich clan who were discovered in the First Migrations by Fanzali (info in the Guide) in the Ostrict Grasslands. I decided that was also the case with the Bolo people who's Lizards I put in a nice warm spot by the coast with insects to eat as well as vegetation. The independents are located in appropriate places: Baboons at the Monkey ruins, Agimori, south of the Paps as Ernalda is important to them, Basmoli in their Lion's den, secluded to the North a small wooded area high up with good views for hunting and prey. Other groups don't exist yet - The Amazons/Unicorn tribe don't really coalesce until after 35 when the First Council missionaries arrive and Yelorna appears with them. The cannibal clan don't really coalesce until later when their spirits start to possess migrating nomads, about half way through the first age. The newtlings are in the Zola Fel, and the Pol-joni and Zebra tribes don't exist yet. The Actual numbers from the dawn are very small numbering 3000 (GtG) Dawn families septs Bison 500 20 2 High Llama 500 20 5 Sable 500 20 5 Morokanth 500 20 4 Impala 500 20 3 Bolo Lizards 175 7 0 Ostriches 175 7 0 Rhinoceroses 75 3 Nose-Horn 25 1 Plains Elk 25 1 Long-nose 25 1 The Rhino's nearly become extinct in the First Age (according to Sandy), and so this kind of info lets me fill in the history: The Nose-Horn, Plains Elk and Long-nose aren't so lucky: I'm also using real population growth formula to look at how the Praxian grew over time. The core of the five major tribes which numbered 2500 at the Dawn (see above) had grown to about 2800 when the First Council missionaries arrived at the Paps. If people are interested, i'll keep updating this post.
  5. Ok, this is kind of a weird post. As a gamer I tend towards more realism and less fantastical elements in my games. I'm not a big fan of bikini armors and one-handed swords large enough to row a trireme, for example. A million years ago, before the advent of the internet, I played a Praxian Rhino Rider and decided to do some research into rhinos, their habits and so on. While I'm in no way an expert [I've only seen a rhino twice and I've never touched one], the research did give me some valuable insight on the breed and, by extension, the people who might use it as their totem animal. I encourage anyone who is playing the rider of an exotic mount to do whatever real-world research might be available for your tribal animal. It really does add interesting layers to your character. Obviously, this won't work for all you hippogriff riders out there and it'll be a stretch [pun entirely intended] for all you High Llama nomads, but it's pretty easy for the sable antelope people and bison people. When you're a nomad, your mount isn't just a truck with legs. Your mount is an extension of yourself and you are an extension of it. You're a partnership and both of you are only a third as effective alone. Treat your mounts as more than a plot device. Even if you did name your zebra 'Nodwick' 😁 [Below is a youtube link to the veterinary care of a zoo rhino by name of Jabari. Much of it is kind of, well,... cute. Enjoy]
  6. Taking this away from the Barbarian Town thread. I found I had to reconsider the Pol Joni story from the depiction of the incident in King of Dragon Pass (which has Derik as a member of your clan, and the loss of his parents as a result of Jaldon's Great Raid - which, reading the Tarsh section of CHDP, cannot have been the case, since Jaldon is described as a mercenary who betrayed his Tarshite patron when Derik already was part of Yanasdros entourage, and started his great raid after having visited Tarsh. It isn't quite clear whether this happened before or after Yanasdros took over from his father. It is clear, however, that Derik was a personal retainer of Yanasdros before Yanasdros became king, since he participated in the raid of the sacred Grazer herd which led to Ovartien's abdication in 1395. (That would mean that Derik was around 120 at the battle of Denzis Water. Given a comparable age of Hofstaring when he was drawn to Hell, not impossible.) Derik's victory over Jaldon seems to have altered his ambition, away from personal revenge towards a lasting solution for the Praxian border region. This would make sense if Jaldon had been the leader of the raid in which Derik's parents were killed. It is quite possible that the final duel between Derik and Jaldon was a high stakes, other side duel where Derik robbed Jaldon of something significant - possibly his khan heritage? It took the intervention of Argrath White Bull to reawaken Jaldon, and when he did, the personal followers of Jaldon were the very clans of the Pol Joni, and their magicians using the same techniques as the Sartar Magical Union. Jaldon had a lot of precedence to give to Derik. Jaldon proved that you didn't have to ride a recognized Praxian beast in order to be a khan of khans. He had the magic to unite riders from the most diverse Beast Rider background to follow his military leadership, which may be how Derik managed to attract all those Praxian exiles despite the nasty demand that they stop riding their ancestral herd beasts, and ride horses instead. And I do wonder whether Derik really managed to make all of them give up their original mounts in the first generation of the Pol Joni, even more so in light of the fact that the Sartarites use Praxian mounts in sufficiently high numbers that the sample mounted warrior in HQG is riding a sable. Are Praxian beasts permittable as secondary mounts for the Pol Joni? You wouldn't ride them when attending a tribal moot, but you might very well shift back to that trusty old bison when visiting an oasis altar incognito. Keeping a herd of raided beasts is very Praxian. I wonder about Derik's epithet Furman. I sort of doubt that he flayed fallen Praxian enemies, or that their however hairy skin might have been regarded as fur. The only furred Praxians are the Baboons, and they appear to coexist with the Pol Joni in western Prax with only the usual problems between a possession-less hunter gatherer community and a culture valuing possession. Derik started out hating the Praxians, and especially sable riders, with a hot and destructive passion. Did he wear a ball of tails so big that he could wear it as a cape? The first historical map in the Guide showing Pol Joni shows them as part of the Quivini marches outside of Yanasdros' kingdom of Tarsh proper, around 1440, unless this is meant to indicate that Derik was still considered a Tarshite vassal whose job it was to protect the Tarshite tribes in the Far Point and the Bush Range from Praxian and Quivini raids. Derik clearly never succumbed to the Seleric Empire. The presence of Seleric lieutenants might have been a factor in creating enough exiles to join the Pol Joni, even though that meant to defect one horse-tainted side for another, with even greater personal exposure to the stink of horses (rather than the sweet perfume of the tribal herd beasts). Or might it have been Seleric followers who fell in disgrace during prolonged absence of Seleric authority figures who were cast out of the tribes, and who found refuge with Derik? But how much are they part of the covenant? Worship of Eiritha in her role as land goddess and nurturer of the (cattle) herds makes sense even without being part of the covenant, and if the price for that is the ritual of butchery and the Peaceful Cut, then it makes sense to follow that practice, even if you were born as a Grazer or as a Heortling. I imagine the Waha cult to have come from the considerable influx of exiles rather than from Derik's personal effort to establish himself as a khan. Ignoring the "not born here, from a lineage of khans" problem, going into the Devils March to slay a chaotic horror wouldn't have been a deed of note for a warrior as accomplished as Derik. Wrestling this from Jaldon might have been Derik's window of opportunity. Given the fact that Jaldon is named a mystic, I have a lingering suspicion that Jaldon might have performed something resembling utuma in that combat, taking possession of Derik. The Pure Horse folk didn't have any cattle herds (making their herds useless to the Praxians), but neither had they any problem with their horses not breeding true. Joraz Kyrem's big feat of creating the War Zebra didn't spread beyond the Pavis tribe of horse folk, leaving the majority of Pure Horse Folk still riding their hyaloring beasts. The Opili-breed cattle were very acceptable to Eiritha, and seem to have responded well to the Peaceful Cut and butchery rites. We don't know when and how the former horse warlords of Dara Happa acquired their bovine stock after Argentium Thri'ile. There may very well have been similar heroics for magical cattle as practiced among the Red Cow clan of the Cinsina (and possibly the Black Spear clan of the Colymar) among the Pentans after Hyaloring, Hirenmador and Veshtargos fusioned into a single ethnic whole. If the Lenshi were expelled to Pent, too, they might have brought a Tawari or Bisosae bull breed with them. not pure, or worshipers of the Prax and Paps deities. We do know that they include Waha and Eiritha worshippers, and the practice of ancestor worship is common for all humans in Genertela. The Praxians don't mind great numbers of worshippers of non-Praxian deities, like Yelmalio, among themselves. So what is it that they criticize about the Pol Joni religious practices? That Waha isn't their path to chieftain- and khan-hood? Trade passed between them. Do the Praxian clans have trade officers like the Quivini, or do they rely on Issaries cultists from Pavis, the Quivini or Kethaela, similar to Biturian? The bickering tribes of the plains include other foreigners like the Men-and-a-half, the Basmoli, and to some extent the Sun Domers of Mo Baustra, too. They included the Pure Horse Folk for more than 630 years (the battle of Denzis Water in 620 was . Interesting. The Heortling neighbors of the Praxians have always been the Orgovaltes, the other (presumably Hyaloring) rider tribe of the Vingkotlings and later the Heortlings. Before the ancient Praxian culture was superseded by Waha's Beast Rider culture, that horse relationship didn't hurt anyone. Hyalor worshipped Yamsur, one of the deities of Genert's Garden. The sons of Storm Bull may have grunted derisively, but whatever enmity there may have been, it wasn't enough to break the peace of Genert or Tada. Both Waha and King Heort were active in the earliest Gray Age. I have no idea whether Waha shares the I Fought We Won myth with Heort and Ezkankekko (and a few other leaders, possibly including Aram ya Udram and a green elf from around Tallseed Forest). His Beast Riders weren't part of the Unity Council, anyway, and while they were among the first contacts of the Lightbringers after the Dawn, I would assume that contact may have been made already before the Dawn, in the Gray/Silver Age. Cults of Prax still names Humakt as an Invader Cult and gives a single digit date for its arrival. Little Brother may have been part of the Bison tribe cults before the Dawn, but there would have been only little response before Orlanth and the other deities re-emerged at the Dawn. When you say more Theyalan, do you mean that the beast riders used Hantrafali sacrifice rather than shamanic spirit cults for the Lightbringer Cults of Prax?
  7. An exercise in looking at how 'wide' the phases of the Red Moon are. The lines are not stationary but move (clockwise?) during the day and night. At the distance of Dragon Pass and Prax each phase is hundreds of miles across...
  8. Since there is no canon map of Moonbroth, I thought I would create one so my players and I had a better handle on what went where. In doing so, I used the terrific write-up on Moonbroth by Nick Brook and Malcolm Serabian, found in "Tales of the Reaching Moon 15, Part 2. Thanks for the original material go out to Nick and Malcolm! I have tried to stay true to the material found there, but I may have altered a thing or two for my campaign or because I misunderstood the authors original intent. I certainly have altered the political situation of Moonbroth to reflect my game, including the Lunars having been ousted from, and now desperate to retake, the supply route to the River of Cradles from Sartar. Moonbroth Legend I. Old Town: Oldest, pre-Lunar portion of the Moonbroth, primarily made up of adobe houses of Oasis People, with winding alleys and no civic plan. Geyserview is an old Lunar establishment here. II. New Town: New Lunar town, laid out in a grid, with many limestone columns and arches, grander than Old Town. III. Fortress and Redoubt: Ancient fortification, that dates back centuries to the time of the Pure Horse tribe, ancestors to the Pol Joni horsemen. Signs of being taken and rebuilt repeatedly over time. IV. Moonbroth Market Square: Traditional market space, with columns awaiting the casting of a market spell and small shrine to Issaries which has been recently defaced and converted to the use of Etyries. V. Lunar Siege-Works: A series of gambions, trenches and berms/ earthworks created to oppose a sally from the fortress. 1. Pilgrims Inn: This rambling old inn has occupied expanaded over time to occupy several adjoining buildings, the earlies of which are over two centuries old. Run by the Simaid family from the Heortland, the Pilgrim offers local cuisine with a few dishes from the original homeland. Accommodations run from shabby to fine, depending on the budget of the client. The Simaids have tried to remain out of politics, and curry favor with the new β€œgovernor” just as they did with the Imperial one. 2. Geyserview Tavern: A well-appointed inn and tavern, owned and operated by a lovely Lunar woman of rare wit and intellect who answers to Zavartia. The inn catered to Lunar pilgrims and wealthy travelers, but she has attempted to maintain neutrality since the regime change. Until the siege, the Geyserview has been filled with Pol Joni nobles. Now it is the HQ of the besieging Lunar army. 3. Temple to the Wandering Moon: Once this was a thriving temple to the Red, Blue and White Moons, as well as a number of spirit cults of the Lunar religion. Now it is empty, and was regularly patrolled by the zebra riders who had become the constables of Moonbroth. Currently, there is a unit of twenty Scarlet Swords Thorakites stationed there to watch over the roads and approaches to the fortress. Rumours abound of midnight sacrifices to one or another of the Mothers, though no one has been caught. 4. Seven Mothers Complex: The temple complex to the Seven Mothers is much more recent than that of the Wandering Moon and is only recently re-inhabited with the return of a few priests with the besieging army. Still incomplete, it suffered considerably in the Attack on Lunar Moonbroth. 5. Builders Camp: This camp was the home and operational area of the building crews for Lunar expansion. Now it has turned to the creation of siege materials. Thus far, it has only managed to provide some quick fortifications in the way of gambions, trenches and bulwarks of stone and gravel. Seige machinery construction has been hampered by the lack of local wood, though this is changing since the commander of the siege force ordered the destruction of a number of recent building for timbers. The workers, though Lunar in origin, are not particularly motivated to hurry. 6. Governor’s House: This is the current Commandery of the Besiegers. Reth-Sinnac and Syr Donnir White-Eye have an uneasy co-command. 7. Beatpot’s Moonrock CafΓ©: the preferred drinking post of the elite of the besiegers, Beatpots caters to all Lunar clientele who can afford it. It has no inn but has recently been granted a couple of nearby buildings in exchange for its aid in keeping morale high. 8. Ruined Temple of Yara Aranis: This temple suffered the worst in the Attack on Lunar Moonbroth, as well as afterward when the river dragon Kazakorang, and the manifestation of Jagrun Khan smashed its columns and walls into piles of stones. The current owners are turning that ready stone into curtain walls for their bulwarks on the high ground of New Town. 9. Caravanserai and Traders Rest: The market is laid out with four posts to support the Market spell but is otherwise flat and open. The caravanserai occupies the southeast corner and is protected by a low curtain wall designed to keep out haphazard nomad raids. It is currently occupied by thirty of the 3rd Black Horse Lancers, and ten members of the 5th Mounted Crossbows and their mounts. Trader’s Rest is an unhappy establishment, and not up to supplying the lancers in the way they would like to be accommodated. Billum Weysil, a Pavisite who is not well suited to running an inn, would leave if he could. 10. Sable Camp: Other than the remains of bodies and refuse from the Attack, the Sable Camp is camp for 40 Mounted Crossbows, the Shining Moom Phalangites, and the Waxing Moon Peltastoi at the moment. The Redoubt keeps a good watch, because the route from the camp is one of the better directions from which to mount an assault on the Fortress. 11. The Sacred Geysers of Moonbroth: Within the Fortress, the main geyser pool of Moonbroth is open to the elements above and situated in a sinkhole in the rocky hill on which the fortifications reside. The Moonbroth is an irregular pool about thirty yard across, with seven islands, each of which is a limestone tube that occasionally erupts with water from somewhere far below. 12. Fortress and Redoubt: The fortress is secure behind a 15 foot limestone curtain wall overlooking a downward slope that makes it significantly higher from outside. Natural terraces drop off to the east and northeast, leading to the Sable Camp and the valley within which are situated New Town and the Market. The Fortress is at higher elevation than Old Town. 13. The Tubes: Half a mile from the Fortress there is another sinkhole with lesser geysers. Spirits can be found here as well, but the place has a bad reputation locally, and no instances of visions of prophecying are associated with it. Dervishes sometimes camp here in hopes of acquiring a spirit, but there are tales of the geyser dragging some to their doom. Combined Lunar Task Force Lunar Light Impala Lancers (70) Waxing Lune Peltastoi (100) Shining Moon Phalangites (120) Scarlet Swords (80 mounted Thorakitae) 3rd Black Horse Lancers (30) 5th Black Horse Mounted Crossbows (50) Here is a link to a post if you want to see it in its natural environs and download the NPC pdfs there. https://d-infinity.net/game-content/runequest-thursday-friday-moonbroth-map-and-legend Moonbroth Map.pdf
  9. One of the underlying themes of the Prax book is that Praxian animals are not Earth animals. They behave differently, eat differently, but look similar to their Earth counterparts. I do however need at starting point so that readers and players have some idea what I'm talking about: and then I came across this really cool site: http://prehistoric-fauna.com and more specifically http://prehistoric-fauna.com/Bison-priscus Are praxian bison an more ancient kind of bison like Bison priscus? The other bison form do exist in the Wastes certainly bison latifrons. Anyone out there interested in bison?
  10. BenS

    Day's Rest

    Is anyone aware of substantive information on Days Rest beyond the (relatively minimal) information in the more obvious sources (GtG; Cults of Prax; ToTRM; Drastic Resolutions; BRP Prax threads etc)? Canon or otherwise. Have my own ideas about the oasis folk and the local spirit, as well as the caravan and nomad camps (in 1626), but interested to see others and don't want to deviate unnecessarily from official versions. Any and all steers (or speculation) gratefully appreciated...
  11. Hey all. I'm setting up a campaign set in New Pavis for RQG in the next few weeks. My premise is that Argrath has just conquered the city, and has put out a call for adventurers for an expedition into the Big Rubble (amidst all the chaos of conquest and the loss of stability enforced by the Lunars). I could use some suggestions, advice, and brainstorming on a few topics: Good McGuffins to go ruin-delving for in the Rubble What sort of personality to play for Argrath & Co. Argrath's powers and skills (because I just know that at some point he'll need to be the 'bigger & badder & keeps the party in line') Other story and conflict seed ideas (especially if it can make use of existing material) Advice on parties with multiple species (I plan to offer humans, ducks, morokanth, baboons, newtlings, dark trolls, and trollkin) What in the world really is the White Bull Society? I'm kind of thinking to just run them through Balastor's Barracks (because the Axe is a pretty good McGuffin), but that might be too lethal for beginning adventurers. I've played a fair amount of RQ3, but haven't GM'd RuneQuest in any iteration, nor have I played RQG at all yet. So far, I'm thinking to play Argrath a bit like how Conan is presented in Robert E. Howard's The Scarlet Citadel. A barbarian who conquers and is focused on his own desire for revenge on the Lunars and seizing what he pleases, but who (almost accidentally) turns out to be a decent king, probably due to his Honor Passion. I think that the timeline puts him in Pavis from Sea Season through Earth Season (based on the Glorantha Sourcebook), with the conquest pretty early in 1625? So, I'm currently thinking that he conquers Pavis, but isn't super interested in keeping it (wanting to invade Sartar, then getting rebuffed [GS p.39]), and then the Dragonrise happens and Starbrow conquers Sartar so Argrath settles into Pavis for a few more seasons. Some stories I'm intending to fiddle with are Argrath's handling of the Grantlands/Rone County, the civil strife in Sun County, and becoming accepted by the citizens of Pavis. I figure the people of New Pavis are glad the Lunars are gone, but aren't exactly pleased about a bunch of filthy nomads roaming their streets... And maybe Argrath gets extra ambitious in winning their favor, and tries re-establishing the temples in the Big Rubble on Temple Hill or wherever that one is which the Yelmalions and Aldryami hold sacred. For resources, I've got all the RQG materials, Borderlands & Beyond (which I've read), Pavis & Big Rubble (which I've skimmed), and the Glorantha Sourcebook (which I've skimmed). I'm not terribly concerned about staying canonical.
  12. Being born into a family with a refugee background and with one grandfather left missing in the aftermath of the war, I can relate to both these forms of trauma and hardship that result. The force that destroyed the homeland objectively was the True Golden Horde, and it had done so for about 20 years. The Orlanthi of southern Saird (aka northern Orlanthland/EWF) experienced years of more vicious occupation than the Lunar occupation of Sartar at the hands of the Pelorian invaders. Even though they were able to reclaim their territory north of the Death Line after the Dragonkill, what they reclaimed was devastated for a generation or two. The fact that they were able to reclaim their territory was thanks to the destruction of the True Golden Horde by the dragons. The 20th century parallel would be the fear of atomic cataclysm, something my generation managed to unlearn slowly, only to have it return in the last year thanks to a certain election. But still, even though the southern neighbors disappeared and the land was declared a fall-out area, the southern Pelorian Orlanthi know about their neighbors' fate under the invading True Golden Horde, and not a few would see the fiery end of those scourge of the hill folk as divine justice. They would still fear the might of the dragons, but with an element of admiration, too. The refugees to Kethaela who had managed to stay ahead of the avenging horde and who may have sent a good portion of those 40k participants as a rearguard to allow the escape of non-combatant refugees would suffer more mixed feelings. They wouldn't know to what causes their rearguard defenders have fallen, but there would be a sense that they had heroically bought time for the non-combatants to reach the lands south of the Crossline, even if they perished in the dragonfire devastation that they assumed hit the entirety of the Pass. (The systematic burn of parts that lie in modern Tarsh would have been visible from Kethaela, though hard to localize.) Maybe the best example of inherited trauma of the invaders was in the description of Balazar history for the Yelmalian citadel dwellers who had lost the entire generation of fathers and uncles to the Dragonkill in Griffin Mountain. The Praxians have a different situation, surviving in a post-apocalyptic wasteland where Chaos still lurks. Confrontation with annihilation is their daily experience, and dragons are a lot more distant than Chaos, which means that their slot for existential horror is held by the Devil. Still, the scale of loss they suffered in the Dragonkill was unparalleled in their history. IMO it took Jaldon's great raid in the time of the Twin Dynasty of Tarsh to overcome the notion that Dragon Pass was more deadly than the Devil's Marsh, the Krjalki Bog, or the Tunneled Hills, and more lucrative to boot. Hadn't Dragon Pass eaten up the remnants of the Pure Horse Folk, never to be seen again after Alavan Argay? The Dragonkill raid will have destroyed entire clans of the Beast Riders, those who had committed more wholly to the raid. Without enough warriors to protect the herds, the surviving females would have little means to protect their herds, losing significantly more than half their herds to those clans who still had more raiders. Without the ability to dominate an oasis, a significant portion of their annual food balance was lost, too, and clans returning from more distant wanderings in the Wastes found easy prey and unoccupied oases. BTW, I think that the Pure Horse Folk were part of that raid into the Dragonkill, possibly even leading the venture.
  13. To the wise Magi and Priests of Gloranthan lore: Well, after some adventures and misadventures in Talastar, Larkene, the Skanthi Wilds, Brolia and hellish Dorastor the surviving party members and two new characters to replace the departed player characters plus one NPC have their hearts settled on returning to Pavis County, the Zola Fel Valley and the Prax. They figure more than four years away is enough time to let the local authorities forget their past indiscretions and misdemeanors (even though they were more like anti-Lunar sedition, rebellion and out-right felonies). But here is the problem. By the time they get to Pavis it will be mid to late 1622. The aftermath of the Fimbulwinter will be in full force and no doubt the Zola Fel Valley, Pavis County and Sun County will be in the midst of desperate famine, privation and turmoil. One of the reasons they left the River of Cradles region in 1617 was the hardships of drought and famine which along with their Lunar-difficulties made their lives untenable. The aftermath of the Fimbulwinter will no doubt be much worse than1617-18 so I need some information to update the campaign setting. Given the potential for disorder and open revolt, I am wondering what the canonical history of the region is up to the conquest of Pavis by the Praxians and rebels and the post conquest order in Pavis, Sun County, the former Grantlands and the rest of the Prax up to 1627? Let's say for the five-year period from 1622-1627. This is what I know (or think I know) or have pieced together as best as possible. The combined forces of rebellion under Aragrath White-bull, Aragrath Dragonspear and maybe other liberators overthrow the Lunars in Pavis County and the Zola Fel Valley. The Aragraths and Praxians plus many rebels hastily march west and get themselves mauled by Lunar demons and miltary attacks; the survivors scattering and falling back in disarray.. Rather than consolidating power in Pavis the new regime moves on to Sartar and Tarsh leaving behind a rump force and leadership to manage the collapse of Lunar authority. So whose in charge in post "Liberation" Pavis? How damaged was the city of New Pavis, the Rubble communities and the rest of Pavis County from the Fimbulwinter and the liberation? How did places like Garhound, Zebra Fort, Major, and the other small towns, hill forts or earthen berm EWF-patterned forts of Pavis County manage during the "Liberation"? How depopulated is the region and how displaced are the centres of settlement in the valley? What has happened in Sun County? Solanthos is dead. Invictus rises for a time but falls and a succession schism between followers of Vega and Belvani occurs, splitting Sun County and Suntown (Pavis) loyalties. Rurik plays no major role in the post Invictus schism and basically focuses his attentions on supporting the wars in Sartar and Tarsh. What about other major families and personalities in both Sun County and Suntown? How do they fair? What is the fate of the Grantland settlers and the River folk communities? I know Raus leads an exodus as far as Corflu and then ships out for parts unknown. If the Lunars have lost all of their sea ports and thus their access to the sea, then how are former Grantlanders of any status supposed to get back to lunar controlled territories? Is there a pro-Lunar underground-railway at work in Esrolia and the Grazelands, despite recent regime changes? What becomes of the rest of Prax? The Fimbulwinter and the subsequent upheavals must have effected if not out-right shut down trade for a time. How have the various communities from the Paps to Barbarian Town/Exile Stead to Adari faired in the turmoil and privation following the fall of Whitewall, the disaster of the Fimbulwinter and the collapse of the Lunar military dominance? What are the best printed and digital sources for getting a better understanding of the changes over this five-year period? I have the GtoG but that is a broad-strokes source, so there is not enough local detail to piece together a new and detailed setting for players to deal with. Perhaps this thread could serve as an ongoing vessel for building up a clearer picture of the period unless other pre-existing threads are about which I have forgotten or am unaware of already exist? If they exist could somebody clue me in. Thank you in advance for any help you can offer this lost Gloranthan traveller as he attempts to cobble together a post-Fimbulwinter River of Cradles campaign that is at least close to canon in its progression above the character level. I fear I may just kill them all through starvation or strife unless I get a better handle on this period. Cheers. Evilroddy.
  14. Some of the Plains Tribes of North America practiced "Counting Coup". This was a way of counting how many brave acts a warrior did. Quoting from Wikipedia (https://en.wikipedia.org/wiki/Counting_coup): Counting coup refers to the winning of prestige against an enemy by the Plains Indians of North America. Warriors won prestige by acts of bravery in the face of the enemy, which could be recorded in various ways and retold as stories. Any blow struck against the enemy counted as a coup, but the most prestigious acts included touching an enemy warrior with the hand, bow, or coup stick and escaping unharmed. Risk of injury or death was required to count coup. In a previous game, I made "counting coup" from touching a dead enemy a real risk, as the enemy's spirit could (if it was still hanging around, % equal to enemy's POW) attack you in spirit combat and avenge it's own death. I'm not sure if I want to keep this in my game, and thought I'd solicit opinions. (a) is the appropriate for "canon" Prax. and (b) does this add to the fun of the game, or simply waste time?
  15. mallion

    High Llama

    Hello sirs, High Llama of Prax plain is asumed to be a camelopard which now extinct on earth. Is it still true it's scientific (God Learnic) name in RQ3? And what "high" means? (tall or supreme or holy?)
  16. Ronance in my new campaign in Glorantha: First I am going to explain why i think Ronance's cult should be Issariess rune and Earth rune: a) Ronance was a God of fertility in Genert's Garden but when Genert was destroyed and the Garden blasted to pieces, Tada's Loincloth was lost and so were the fertility powers of Ronance. When Waha reknitted those pieces of the Garden he could find, the land was not the same. Genert was gone and Ernalda couldn't come back. Ronance keeps little fertility powers of his own thanks to his earth rune link but that does not makes him a Fertility God as in God Time. My explanation is that in God Time he was not the SOURCE but only the "administrator-channeller" of Higher Powers (Ernalda-Genert), a seneschal of sorts. With the Source gone there are not fertility powers, only those innate to him ( bless seeds, but not bless crops, and little more). He never had in my opinion the Life Rune. Also, he was a God of fertility but not a Movement God even if he has some movility powers, so i think is more apropiate to him the Issariess rune which is a mix of Change and Harmony related with travels and pathways. The Issariess rune is also the exchange and communication rune, not only physical but also magical. c) Is my thought that through the Issariess rune he used the fertility power given to him according to Genert's rules and distributed them and the same rune gave to him his limited movement powers. As a son of Ernalda and as an Earth god he has access to the earth rune for minor fertility powers and command of serpent guardians and spirits. Thoughts?
  17. When using real-world cultural referents and tropes to describe Prax for newbies, I think we all know the classic descriptors ... "a mix of Mongol Horde, Amerind Tribe, Bedouin, Australian Aborigine, Pastoral African tribes, with bits of other groups, plus some Glorantha-unique weirdness." But this IMHO neglects an element that is, I think, at least as important (and as recognizable to n00bs) as any of the ones above... Prax is a straight-up "post-apocalyptic wasteland;" you just need to wrap your brain around Prax's magico-mythical apocalypse story, instead of something from Mad Max or Gamma World ... It's something that Gloranthaphiles already know; but it isn't an element I see presented very often, and I think it's worth including into the classic shortlist of newbie-friendly tropes & memes, to help bring them up to speed more quickly.
  18. David Scott


    Lots of interesting stuff coming up from the Pavis Plan thread on Adari: http://basicroleplaying.org/topic/5859-the-pavis-plan/?page=4#comment-86064 so I've started a new topic. Adari survived somehow through the Inhuman Occupation of Dragon Pass, so it must have been similar to the Praxian oases during that time - a barely self-sufficient agrarian community with a fertility connection and holy place, with the trade post function being an optional extra. This doesn't quite tell us what Adari was like during the time of Robcradle. The proximity of uz and aldryami may have been the reason why the experimentators who gave birth to Pavis chose it for their experiment, and the lack of direct draconic emanations may have been a plus, too. Adari sits on the border of the Bison Plain, one of the better pastures in Prax (though not comparable to the Sacred Ground around the Paps). Dagori Inkarth to its north may not have experienced as much damage from the Chaos fighting, but it is dominated by a fertility that brings a lot of decay with it. The Sporewood is the most extreme such place, but the lands east of the Indigo Mountains don't offer any useful grazing for Praxian herds or agricultural opportunities. The vegetation supports the giant and less giant insects from Hell, though. Back to Adari. It may have served as a meeting place where Praxians and Dagori Inkarth traders could trade. How common are chitineous armor and tools among the Praxians? When metal is hard to get, these uz products might be an excellent alternative, especially for protective clothing in battle. The Praxians would pay with herd beasts other than their own, of course. When the Pure Horse Folk took over, this trade may have suffered - sun worshippers usually don't wear chitin, and they had trading privileges with the EWF. The Pol Joni probably don't have any dogmatic reasons to avoid insect products, but they too have trade privileges with the Sartarites, which translates as better access to bronze. During the glorious past of Old Pavis, Adari may have been situated on the trade route to the city. The prohibition against wheeled transport through Praxian grazing may have been suspended here, on the border of Dagori Inkarth. The Pavis Road sounds like an achievement of Dorasar, in the tradition of his grandfather Sartar, and probably building on the impression Sartar left with the priesthood of the Paps. Adari is off the Nomad Gods boardgame map, but the Bison plains are a grazing and hunting ground of the Praxians, and they would have treated the place like they treated any other oasis population. I don't think that the frequent troll presence would have stopped them from mercilessly exploiting the oasis population there. And the same goes for the Pure Horse Folk. Grain-fed horses would be something of a status symbol among horse folk. The Grazers perfected this with their Vendref population. Their distant ancestors would have done the same.
  19. A player in my game @Byll pointed this out to me the other day. Cults of Prax Appendix N: Varaneena Cow-Eye says "......An elf saw that and it led to friendship. Now we have worked out that they will return beast tails to us if we return elves we have freed from the Lunars." "What are the Lunars doing with elves as slaves, and obviously enough of them that there's a trade going on with freed ones? This must be somewhere in Prax as it can't be out in the Wastes (can it?). Intriguing to say the least. The elf that saw the singing to the narl flowers must have been at the Paps or Adari? Where is Varaneena's clan grazing? The story is just after Moonbroth correct?
  20. 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.
  21. I just read an interesting entry in Wikipedia: Given the scarcity of resources on Prax, I wonder if the animal nomads would do something similar? Anyone out there with serious experience as a butcher have any suggestions?
  22. Here is a table of 1d20 random events that I created for my Brightwater game set in the River of Cradles. They owe a fair bit to King of Dragon Pass! Every one of the 20 is a hook for further action of a number of sorts. Depending on how it is presented, the 'hook' can act as quest, or reward, or opportunity - kicking off different kinds of adventure depending on how the characters respond to it. For example, entry #1 could be a dire portent of a raid delivered by a wandering shaman, a warning that a great spirit has awakened an attempt by the shaman to extort money or treasure, even a warning of the coming of a horde of whirlvishes. Roll 1d20. You may then be called upon to roll again on d6, d4 etc. If an X appears after a dice notation, any dice "explode" on the maximum value (a 6 or d6) - roll exploding dice agains,a dding them to the total. A wandering shaman appears, warning of dire spirits in the area. Nomads appear offering animals for sale [Roll 1d6: 1 – stolen, 2 – their own, 3 – poor quality, 4 High quality, 5 - Diseased, 6 – magical]. Cultists of the Death God, Humakt, come to your stead, claim guest-right and ask for aid in hunting undead nearby [Roll 1d6: 1 – Zombies, 2 - Ghouls, 3 - Vampire, 4 – Wight, 5 – Spirit, 6 – Necromancers]. What, or who will you contribute? Your hunters discovered strange bones in the wilderness nearby [Roll 1d4: 1 – Troll, 2 – Centaur, 3 – Giant, 4 – Dragon]. There is a 50% chance that the bones are unusual in a second way [roll 1d3: 1 – Magical; 2 – The bones are Black; 3 -Fossilized]. River folk approach, complaining of a nearby hungry lizard that attacked and stole their fish. Cultists of Uralda, the Herd Mother, appear with a fine looking bull for sale [Roll 1d6: 1 – genuinely high-quality bull, 2 – VERY territorial, 3 – Slow to breed, 4 – Prolific Breeder, 5 Sired by a Skybull, 6 – Near human intelligence]. A sizable tribe of people nears your settlement, their warriors alert, every sign of the entire group having seen many miles of hard road. Emissaries approach: [Roll 1d6: 1 - They hope to trade for food, offering some of their rather road-worn goods and thralls in return, 2 – They need medicines or a shaman to heal their sick, but have nothing to trade, 3 – Out of desperation, they hope to lure some important folk amongst them, then take the hostage to trade for food and cattle, 4 – The whole band is a tribe of brigands who will say whatever they must to get through the settlement without trouble. They will trade equably for supplies in the way of food and weapons, intending to take their profit as they leave the settlement’s lands. 1d2 days after they are gone, pursuers appear with stories of their depredations. 5 – The tribe wants to settle nearby and is willing to offer a portion of their produce in tribute once they are established. 6 – One of their Champions offers to fight one of yours, putting up a well-born young woman of the tribe’s hand in wedlock as prize, demanding you put up gold and cattle: Winner takes all]. Someone or something has put holes in the bottoms of several of your boats or your granaries, or brewery, or looted your larders, or roll again. Yinkin cultists appear, offering to lead the local alynxes in a ritual that will make them better mousers, for a fee. They also will sell a litter of alynxe kits and their mother if they can be assured of their good treatment. A giant predator attacked the herd, slaughtering several and making off with another [Roll 1d6: 1 – Giant insect escaped from trolls, 2 – Wyvern; 3 – Wyrm, 4 – Lunar warbeast, 5 – An unearthed demon, 6 - Dragon]. Hunters spotted a brilliant white beast and shot at it in hopes of taking the omen for the tribe. They appear to have wounded the beast and sent it fleeing. They lost its tracks but wonder what they should do to appease the Hunter [Roll 1d3: 1 - Sun Elk, 2 – Aurochs, 3 – no one could agree on the nature of the beast, only that it was bright white – and its blood appears to be magical in some way.] A herd of 3d6x fine dun horses was spotted in an island in the Great Bog, but they ran like gazelles when approached. A broo, wretched and outcast from his tribe, approaches some of your folk, offering information on the bullies in exchange for food and magical aid. Settlers arrive from afar, asking for land and cattle in exchange for their loyalty and service [Roll 1d6; 1 – Pavis, 2 – Garhound, 3 – The Rubble, 4 – Sartar, 5 – Tarsh, 6 – Holy Country]. A Lunar soldier, weaponless and wounded, wanders close to the encampment [Roll 1d6: 1 – a spy sent by his superiors, 2-3 – only survivor of a disaster: boat sank, camp was attacked, patrol wiped out by brigands, etc; 4 – a squad member who got lost on patrol, 5 – Possessed by a madness spirit, 6 – Possessed by a disease spirit]. Neighboring folk have rustled some of 2d6x animals from your herd [Roll 1d6 for the culprits: 1 – Praxians, 2 – Brigands, 3 – Broo, 4 – Centaurs, 5 – Horsemen, 6 – Lunars]. Your hunters find tracks and evidence of strangers poaching on your land [Roll 1d6: 1 – Praxians, 2 – Brigands, 3 – Broo, 4 – Centaurs, 5 – Horsemen, 6 – Lunars]. Changing river flow nearby has revealed a wonder [Roll 1d6: 1 – a cave entrance previously under water, 2 – an ancient shrine/ obelisk/ statue, 3 – the remains of a magnificent set of stairs descending into the earth, 4 – An exposed grave, 5 – A Chaos Stone, 6 – The petrified body of a beast from the Godtime]. A madman staggers into camp, raving about raven banners, ghostly horsemen, a black sword, and fire everywhere. Explorers from your camp return, claiming to have heard a large white stone in the middle of the Bog speak. The words were unknown to them, but it seemed clear that the Stone uttered them. The Link to the original article: http://d-infinity.net/game-content/runequest-thursday-67-1d20-random-settlement-events-glorantha And a link to over one hundred Runequest Thursday Articles (sadly not in order): http://d-infinity.net/search/node/Runequest Thursday
  23. Rather than hijack Martin's (@M Helsdon) excellent thread I thought to start a new thread around this topic - Praxian swords. The first place to start is the Task of Waha most used for initiations and Khan making - Waha and Death (HeroQuest Glorantha page 170). The basic outline of the Task is: and the Task itself currently looks like this: Where do the swords they find in the marshes come from - mostly they are left there by Praxians themselves - offerings to Waha. This is one of the reasons that Praxians continue to steal / buy / acquire metal weapons from others, eventually they are given to the marshes. Initiates tend to find bone or horn weapons, Khans metal ones. Some that are found are actually part of Storm Bull - a horn or lost limb bone. Rarely an iron death sword is found. But none of this is rules so what is found should of course suit your story. As initiates do the task cooperatively, a range of weapon is often recovered. Oh and the weapons aren't usually just lying there. There are most often in the hand of a broo, scorpion man or other chaos horror...
  24. This is an isometric style map I did of the settlement that is home for the PCs in my campaign based in the River of Cradles. It is rough (m yfirst such map) but gives you the idea, and some ways is better than a typical overhead-style map, at showing some of the character of the place. Brightwater was begun by the player characters at the start of the campaign. They were recruited by a number of high-ranking Lightbringers to create, grow, maintain and protect a settlement in the River of Cradles, somewhere near the territory recently claimed by the Lunar Administration in Pavis. I am using the Borderlands box set for the background of the campaign, but with some alterations. For example, the heroes were such that they really would not countenance working for Duke Raus. So they were hired by the competition - the Lightbringers. I liked the site that Raus chose for his fort in the boxed set, so I decided that Rause established his fortress further south, closer to Corflu, in the Bilos Gap. Thus the heroes were able to establish themselvesat the mouth of the Weis Cut, where Rausfort would normally be on the map. Although I have not put in numbers for various locations in Brightwater, below is the "Nickel Tour" of the settlement in its current state. If you are interested in the original post, or my other Runequest Thursday content, go here: http://d-infinity.net/search/node/runequest Thursday Brightwater is a young settlement of roughly 150 folk, just a little over four seasons old, so a lot of what is on the map is the natural look of the region, and some wooden and cloth structures. The foreground of the map is the easternmost point, overlooking the River of Cradles and the Great Bog [both of which are off-camera, as it were]. The waterway in the lower right is the mouth of the Viilinar River, which extends for a dozen miles up the increasingly rugged Vilinar Valley to the Weis Cut and a seasonally impressive waterfall from the Plains of Prax. At the top of the map are the cliffs that rise several hundred feet to points on those same plains much closer to the settlement. The only way off the plains nearby is either a long and dangerous descent down the sandstone cliffs or flight. Brightwater is situated on a 'Y'-shaped headland of a lower set of cliffs branching off the ones that lead up to Prax. The heights vary between thirty and seventy feet above the Great bog and the River of Cradles. The highest points are the easternmost point with the observation tower, and some hilly areas in the right-hand [Northern] arm of the Y. There is little in the way of trees on the headland, but some tough brush and scrub oak cling to the lee of various rock faces, or in small sheltered valleys, These woods are rapidly being reduced as the need for firewood and building material grows. As you can see most of the building has gone on in the foreground area. The aforementioned Observation Tower has a small siege machine christened 'The Manticore' [essentially a Roman 'scorpion' bolt thrower that can hurl 2 pound bolts about 400 yards. Built by local labor directed by Theudulf the Learned, it has a fine view of the riparian approach from the south. Work has begun on one or two more manticores for placement elsewhere. Next to the Manticore tower is the Great Hall, built in the Sartarite style and still rough hewn, smelling very much of cut-wood and pine tar. It was only completed a week or so ago, but provided shelter [under tent roofs] for sometime before. This is also quickly becoming the social hub of Brightwater, replacing the more central Great Tent as the gathering place [except in good weather, when it is the choice for crafts and similar]. The three halls just above the Great Hall are lesser halls in the same style. In truth, at present, they are little more than flattened earth and growing piles of logs poled down from the Upper Vilinar, but I wanted to put them there to show the Players what they have to look forward to. The tiny building just above the halls is a latrine. There is another across the settlement, just below the fence to the Pasture. Continuing from the Jakes, one would reach the Archers' Stand, a mound of packed hearth about 10 feet high, protected by a waist high wooden wall on three sides. The Archers' Stand [which can shelter six archers with room to shoot] overlooks the Wall and Ditch that protects the only ready access to the Headland and Brightwater. The Wall is rough mortared field stone over a bank of raised earth from the ditch. The stone extends higher in front of the mounded earth, providing some cover for those standing behind. I did not show this in the map, but the rampart for walking is elevated by about 4 feet, and the wall facing west is about 4 feet higher than that. Invisible from this angle is the Ditch immediately outside the wall. The ditch is about 5 feet deep and the same wide. The Wall and Ditch together present a formidable barrier to assault, being effectively a 13 feet high barrier to anyone outside. Currently, sharpened posts angling away from the wall are being erected before the ditch to discourage charges. Directly before the gap in the wall there is another charge breaker, A wall much the same as the one just described but only about 30 feet long, in front of, and across the opening. This is a feature that is used often by settlers in the Big Rubble to stop Rhino RIders or other powerful cavalry smashing in gates. In the image I forgot to add a gate, but there is a pair of wooden gates. Typically these are open during the day, given the view the guards on the Archers' Stand have of the Approach. The only way up onto the Headland is the Approach, which now has something of a road [treacherous and running with muck in Sea Season, but good for the rest of the year]. You can see that the road descends a scree slope into the Paddock, which is fenced and used as grazing for extra animals or those of visitors. The Little Valley is surrounded by 40 foot high vertical sandstone walls. In the nearest part, you can see another fence, in which young or other animals to be segregated are kept. The high ground outslde the Wall Is grazing, sometimes granted to friends of Brightwater. Wahakhan Barsun Spiritlance and his clan of friendly Rhino Riders often camp here with their beasts and wagons, as do the Sabre Lizard nomads of Aghu Wahakhan. Much of the Paddock can be seen from the Archers' Stand, as can the road and access to, and from,the Vilinar Valley. This has proven advantageous on a number of occasions, giving the Brightwaters time to mobilize in defense. Moving North along the wall, we overlook the Paddock, and arrive at a cluster of tents used primarily by the Weisfolk who abandoned their village upriver to settle in Brightwater. These are slightly less desirable than the tents further north because of their location between the Smithy and corral, and the Great Tent, mostly because of noise. Across the way are the original tents belonging to the settlers that the Brightwater Company recruited from Pavis and environs. Many are Pavisites, others are Sartarite emigres from beyond Prax, fleeing the Lunar Occupation, or the children of Sartarites who left a generation ago. Some are other river folk, who share a language and culture with the Weis folk but lived elsewhere. West of the Tents, at the top of the page is the Pasture. a fenced enclosure for herd animals and horses. Sun Elk, captured Sables, cattle, sheep and Aurochs, as well as cavalry horses for some of the players characters, are kept here under watch of pasture guards. The Fence was built where it was because of loose ground and dangerous slipways, which nearly caused a tragedy during the first week. Now fences ward both sides of the two slipways, keep animals and children safer. Finally, strolling down the open area before the Great Tent we come to the Shrines of the Settlement. There is a shrine to the River Horse, one to Humakt, and one to Orlanth that can be camouflaged as a shrine to other Lightbringers if the Lunars show up. In addition, the Well, just left of the Shrines, is a shrine and home to a River Maiden, a daughter of Zola Fel, convinced by a player character shaman to live there in exchange for regular offerings of power. She keeps the drinking water of Brightwater sweet. The area within the flagposts is laid out for the eventual erection of stone fortifications on the site - a castle. At present, it is the parade and drill area for the militia, and the practice area for any who work with weapons. The last item on the map, in the lee of the Manticore Tower, is the Lift. A set of pulleys, worked by an Aurochs or a pair of Zebra, can lift several hundreds of pounds of rocks, earth, fish or even passengers if they don't mind riding up in a rather dirty , smelly rope net. Directly below the Lift, on the valley floor, there are seasonal smoking fires and drying racks for fish or game.
  25. Been around a while. Read a lot. Here's what I know about Jaldon: He hates cities. He has a weird mount, a weird sword, weird spirits. He might be Waha. He can unite the tribes. He learned how to magically make teeth, and has some magic that let him (or was it Jorbal Rhino-khan?) chew through the walls of Pavis. And that's it. I think he's a sub-spirit/hero cult of Storm Bull, that his followers tattoo their faces into skulls, and they're berserks. But maybe not. Has there ever been a writeup? And I'm not asking for anyone to quote chapter & verse of the 300 words or so that are out there, mostly from Argrath's Saga--the stuff about Jaldon's Rest, how he'll come back, etc. I mean a decent explanation of his powers.
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