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Wheel Shield

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Hi all,

Gosh I'm anxious. Today I decided to run a Runequest Glorantha campaign, and I chose the titular one. I might have have some questions. Some of them might be obvious, but I want to do a good job at this. I also have a lot of grounding in other rpgs and it's hard to shake some habits.

Right now players are eagerly thinking about the types of characters they want to play. Looking at Chapter 2, the History of the Haraborn- should I just give them all the information in that chapter? I'm used to being tight fisted with information or making PC make knowledge rolls. But Runequest and/or Glorantha is something different. They need all that clan history don't they? That seems obvious but I just wanted to check. Obviously they need the steps in Chapter 3 Character Creation.

This may not be my last obvious question. I might update how it goes, if that's okay.

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I tend to feel that "broad cultural" info is pretty broadly-known, yes

You might copypasta the Clan History into a separate "General Info" doc, then cut a few sections into other documents for specialist knowledge.

So (for example) if one of the young Haraborn was son or daughter of the Clan Chief or of someone on the Clan Ring... that one PC might know some things that other PCs do not.  If someone else was raised by hunters (often out on the fringes of Clan land) or by merchants (often departing Clan lands( they might know stuff about neighboring clans that others do not.  Someone focused on a stealth-centric character might be given a roll to see what they might have secretly-overheard from sneaking-around where they weren't supposed to be / weren't known to be.

Similarly for other specific things about individual characters, individual backgrounds.  Despite the "broad knowledge" they all share, I think it's cool if some or all of them know somewhat different stuff.

If there are any *specific* nuggets of info that you think the adult Clan-members would have been trying to hide from the just-pre-initiate / not-yet-Adult youth (instead of preparing them for adulthood!) that might be stuff to withhold, and/or require a Knowledge Roll.

Sneaky-style upgrade:  once everyone has made all their rolls & you've otherwise figured-out all their specific "extra" bits of info... re-integrate that back into player-specific copies of the "General Info" doc.  Then, e-mail each of them their individualized "What You Know" doc, but share the (still General & non-specific) doc (also titled "What You Know") to your shared folder, or however you're sharing all-player doc's.  So it won't be self-evident up front that they know somewhat-different stuff.

Edited by g33k
typo
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Thanks @g33k
It was kind of a dumb obvious question, but I appreciate you taking the time to answer it. I originally intended to run a game for my wife, and I mentioned it to another couple (old friends). I was unaware they are Glorantha fans. I asked if they would like to join the campaign and BOOM! Enthusiastic yes! Everybody got really excited. Started picking cults and asking background information, collaborating on ideas.
The obvious question was a bit of surprise and panic, in a good way. Suddenly I had a game and people wondering what day we'll play. Zero to 60 in quick order. It's suddenly coming together quickly. Despite that I want to capitalize on that energy right away.

I like your sneaky upgrade idea!
I may have more questions at some point.

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Do give them Hataborn information including who is on the clan ring.  Stuff that anyone in the clan will know.  It's a small clan and they will have seen the Ring members all their lives.  IMG The Ernalda priestess knew my PCs since they were born, literally midwifed them.  Told embarrassing baby stories to one.

Remember. they don't choose cults and get initiated into cults until after the adulthood initiation, The Riddle chapter for girls and Rites of Passage chapter  for boys.

For me this meant that I interrupted my players' character creation after step 4 and choice of parents' occupation in step 5. They don't get the cult skills and magic until later.  Nor the weapons, they do the initiation essentially naked.  See RQiG page 25 box on "inexperienced adventurers".

So they start out young, without the experience (skills and magic)  ordinarily credited to ages 16-21.  They will gain some of this in subsequent chapters.  I assumed accelerated adulthood training by the clan will give them more of that up front, rather than evenly distributed across five years, so they got free training each season.  That is essentially the step 7 personal skill bonuses plus the step 5 occupational and step 6 cult stuff.  Note that role playing this as Haraborn will make it hard to begin with the Heavy Cavalryman occupation, for example, or Lankhor Mhy library use.  Instead my players had to essentially get a job, and the choice of jobs was limited by the situation.

But when the 6th season ends they will still need four of their five years to age 21.  So think now about what you will  do after the 6th season.  You can go directly to Company of the Dragon.  But note that ALM's advice and plan  in COD is that within limits you as GM choose from a menu of adventures, and you can inject your own.  Do write the COD adventure sequence out (on ALM's runic form)  because many of these build on each other.    My own choice, (since COD was not quite out yet but was imminent) was to send the group out of Sartar for a game year of seasoning, and I worked in some classic RQ2 material as well as an adaptation from the Heroquest Sartar Companion for their return.  Now is when they can try to get other jobs.  Lots of choices for you as GM  here and your Glorantha will vary.

Good luck.  It's fun!

 

Edited by Squaredeal Sten
imminent and other thoughts, speling
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I haven't played it yet. only read bits an pieces but the Valley of Plenty release has a lot of pre-initiation scenarios which go into detail on character development which could be role played, added to any campaign with some tweaking. Hoping someone chimes in with more detail how those events added to their champaign. 

2 hours ago, Wheel Shield said:

It's suddenly coming together quickly.

I am hoping for and dreading this to happen at the same time, worried I'd not be ready (not as sharp as I was) when the old gang is finally assembled and ready to get started again. Glad for you to get your campaign going!

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Hey gang,

I have players asking if they can steer their characters towards initiating in Yelmalio or Argan Argar (because the Haraborn were troll-friends before Time and also when the clan was exiled from Dragon Pass and became mercenaries in service of the Only Old One (who provided shelter for families and children of warriors).

I'm not sure I want to because I'm taking into account the Haraborn are fairly isolated in their Vale, and kind of Orlanthi conservative. I do know that I can do anything I want for any reason, and I'm not subconsciously asking for permission. It's more like, does this make any sense for the location and the situation? As a GM, I have my own sense of verisimilitude.

If I wanted to allow this, what would it entail or need for me to add to make sense? At the start of the campaign none of the characters are initiated into a cult (they become initiated to the Black Stag almost immediately), but players are wanting to make longer term goals and plans about the narrative of their characters. The campaign suggests any of the Clan Ring could act as sponsors and mentors, and I have no problem adding *some* NPCs that worship Yinkin for example and other storm deities. 

But Yelmalio or Argan Argar?

(Edit: It's not a Yelmalio vs Orlanth concern. I know they're friendly rivals. I'm more concerned about how realistic it is to have a sponsor in the Clan or nearby, and access to holy sites. And the rivalry I suppose, but not so much.)

Anybody got any feedback before I make a decision?

Edited by Wheel Shield
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19 minutes ago, Wheel Shield said:

If I wanted to allow this, what would it entail or need for me to add to make sense? At the start of the campaign none of the characters are initiated into a cult (they become initiated to the Black Stag almost immediately), but players are wanting to make longer term goals and plans about the narrative of their characters. The campaign suggests any of the Clan Ring could act as sponsors and mentors, and I have no problem adding *some* NPCs that worship Yinkin for example and other storm deities. 

But Yelmalio or Argan Argar?

The questions to ask are: 1) where can they go to initiate into the cult? and 2) where can they go to replenish Rune magic.

As you note the Haraborn are a small clan, so they are unlikely to support a shrine on its own.

Yelmalio (Elmal subcult) could exist as an associate cult to Orlanth, which means you could come up with a justification for Yelmalio there and a god-talker to tend to the shrine. I'd probably require them to go to Wilmskirk or Boldhome, or even Sun Dome County (which isn't that far away via the Royal Road), to initiate. 

In my prior Colymar campaign (based on Clearwine), we had one Yelmalion. He was initiated at Sun Dome County and every season during Truthweek needed to trek there to worship and renew his magic. Depending on events, there's the possibility of missing the temple service though.

For Argan Argar, you can probably find a shrine or minor temple in Boldhome to initiate at. Similar issue for worship and renewing Rune magic. 

Since Argan Argar was a Husband-Protector of Ernalda, you might be able to justify a shrine to him attached to the local Earth Temple. Again would likely just have a god-talker to lead services.

 

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Wheel Shield ,

Adding Yelmalio and AA will involve you in rewriting what sounds like the male initiation chapter, which indicates cult choice.    I guess both those players are male, just a guess.

-and should also have effects on interactions with the Ring NPCs in later chapters,

-also with the PCs and players'  identification with what is going on in the final chapter.  I can see that neither of those cults would necessarily care about defending an open air Orlanth temple. But the Black Stag initiation should provide motivation.

Plus when and if you get into Company of the Dragon, Yelmalio identification will have effects on at least one possible adventure. and Argan Argar identification will affect that one too in a different - opposite - way.  I don't want to throw out a mess of spoilers here. But they should end up rolling vs. conflicting  Loyalty passions where other characters would not.

Yes access to holy rites / local shrines, would require that you do some rewriting of the Haraborn clan and their local map.  It is a small clan and I am pretty sure it can't account for enough worshipers for either cult having a temple there.   This implies road trips to Temples as Jajagappa wrote.   Neither is an associated cult with Orlanth, so no dual initiations.   Maybe the Vale can support a Site, which is less than a Shrine.  But if you really want to, you can handwave that.  Anything less than a Temple will only teach one Rune spell, though, RAW.  And if you give them frequent trips to the nearest outside temples of these cults you will lose the inexperienced rural kids vibe that is part of the current story.  

 

Edited by Squaredeal Sten
more considerations come to mind.
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Thanks gentlemen, very helpful. Also thank you for your patience. I think I am going to decline.

(EDIT: Not at all important, but actually the player that asked about Yelmalio is female. She's comfortable with playing male characters though. I'm not sure which gender she had in mind.)

Edited by Wheel Shield
Wanted to add something
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Say the sun hits the valley very brightly everyday at a certain time and there is an Elmali shrine that lines up on the sunbeams... maybe her desire to be Elmali justifies her desire to ride and travel, horses might lead to Runegate and or other places where horses are prevalent? Its so open you could have them do anything.

Use the game rules as guidelines and let the characters develop as the PC wishes, don't force them to initiate if the choices are not what they really want, travel with a caravan and go somewhere there are choices they like or add them.

The whole point of Rune Quest was to not be stuck to a class of character or a certain type of magic, all PC's can learn if they go find a teacher or if the GM gives them potential paths to lead them to what they are looking for.

I suppose this is why I am not a fan of playing healer PC's!

Edited by Erol of Backford
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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. 

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On 9/30/2023 at 9:07 AM, Jape_Vicho said:

he wanted to be a shaman

I love the old RQ 03 Cormac's Saga, he is hit with a disease spirit of some sort and changes from a warrior type to a shaman after loosing strength... p.13 in the Magic Book is where it starts.

image.png.3e2d914bb47b534aa21887fb20f87f44.png

On 9/30/2023 at 9:07 AM, Jape_Vicho said:

Elmali of Runegate

All sorts of great connections to Elmal and Runegate. Even one of the tavern owners used to be part of the Temple of the Wooden Sword. The Emali are where it's at, not those prude Yelmalions... extensive Runegate material in the Sartar Companion. I think they are the same book but like a 2 page difference if any at all besides the cover or adds at the back?

image.png.b0c302442fe12caf8945a5cabdaf574d.png image.png.f1bb96b92ded8f23a3cfaa48c27886c0.png

Edited by Erol of Backford
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On 9/29/2023 at 9:38 PM, Wheel Shield said:

But Yelmalio or Argan Argar?

for me there are some things to answer between player and/or GM

1) Why the character choose /was chosen by the god ?

 so she/he (player only) has to imagine the pc reason of this call. As a GM I consider I have to adapt my campaign to my players and will never ask why do you want (well I ask to check the player understand how the background/my understanding of the background is, to avoid any issue, but not to "judge" the choice).

2) How the pc become initiate ?

In this campaign, your first difficulty is that it starts before initiation. So you (GM only) have to do something blocking the standard orlanth/ernalda initiation (was she/he lost at any step of the ritual, not founding the way to leave the cave, the pit, etc..). Then the elders consider that the pc must find his/her way differently. That's not a ban, as good orlanthi they know that Orlanth welcomed strange gods in his tribe. Of course you may find some "social" opponent in the clan who will criticize the pc (hook for some scenarios)

then both player and gm could "work" to imagine how the pc understand what is the cult to join and who will inititate her/him (maybe some test before, some oath, etc... maybe not playing the ritual in the same way than others as the pc already played one (and fails)

 

3) always follow @jajagappa advices

 

On 9/29/2023 at 10:53 PM, Wheel Shield said:

Not at all important, but actually the player that asked about Yelmalio is female. She's comfortable with playing male characters though. I'm not sure which gender she had in mind.)

by the way even if the "standard" of yelmalio cultist is a man, women are accepted (of course you will find some [-@§! so sometimes difficulties, but it could be an interesting challenge, just check with your player if it is something interesting to play or not)

 

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8 hours ago, Erol of Backford said:

I think they are the same book but like a 2 page difference if any at all besides the cover or adds at the back?

Yes, the one on the left (printed by Cubicle 7) is a later printing. I'm not sure there is any difference in the text. 

SDLeary

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On 10/3/2023 at 8:02 PM, French Desperate WindChild said:

So you (GM only) have to do something blocking the standard orlanth/ernalda initiation (was she/he lost at any step of the ritual, not founding the way to leave the cave, the pit, etc..).

 

I'd disagree that not ending up initiated to Orlanth represents a failure of the quest. Success at the quest gets you magical access to Orlanth's hearth on the god plane. From there, you can learn magic from (i.e. initiate into) anyone who lives there. This can be done on-screen as part of the quest, or off-screen in the weeks following, by repeating a lesser version of the quest.

Note that by Jeff's most recent numbers, many or most most Orlanthi (i.e. masculine members of a Orlanth-led clan) aren't actually literally Orlanth initiates. But almost everyone goes through the ordeal. Only a small percentage die, or are driven mad; really nothing to worry about.

Who lives in the clan's version of Orlanth's hearth will depend on which shrines and traditions the clan maintains. But for a clan with an Elmal tradition, it would be perfectly normal to succeed on the quest and, in rules terms, come out as an initiate of Yelmalio.

Catching the eye of a martial god like that probably requires having done some martial things to boast about when you get there. This indicates a PC who is on the fast track  for thane status in a few years.

Or maybe you have a lesser success, and it is Barntar, Voriof or the clan founder who welcomes you. You are a regular clan member, though not on who couldn't  later distinguish themselves,

Maybe it is Orlanth's wife or daughter who you feel drawn to emulate. This is one path to becoming a Nandan.

A partial failure that means you don't actually get to spend much time at Orlanth's heath. Maybe issaries or Yinkin had to rescue you and bring you there? And so it is him you feel drawn to. it is likely you will be on the fringes of clan life, as a hunter or trader.

Catastrophic failure leaves you with a choice of Eurmal or worse. You are on the path to being either the designated village idiot, or exiled entirely.

 

 

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2 hours ago, radmonger said:

 

I'd disagree that not ending up initiated to Orlanth represents a failure of the quest. Success at the quest gets you magical access to Orlanth's hearth on the god plane. From there, you can learn magic from (i.e. initiate into) anyone who lives there. This can be done on-screen as part of the quest, or off-screen in the weeks following, by repeating a lesser version of the quest.

Note that by Jeff's most recent numbers, many or most most Orlanthi (i.e. masculine members of a Orlanth-led clan) aren't actually literally Orlanth initiates. But almost everyone goes through the ordeal. Only a small percentage die, or are driven mad; really nothing to worry about.

Who lives in the clan's version of Orlanth's hearth will depend on which shrines and traditions the clan maintains. But for a clan with an Elmal tradition, it would be perfectly normal to succeed on the quest and, in rules terms, come out as an initiate of Yelmalio.

Catching the eye of a martial god like that probably requires having done some martial things to boast about when you get there. This indicates a PC who is on the fast track  for thane status in a few years.

Or maybe you have a lesser success, and it is Barntar, Voriof or the clan founder who welcomes you. You are a regular clan member, though not on who couldn't  later distinguish themselves,

Maybe it is Orlanth's wife or daughter who you feel drawn to emulate. This is one path to becoming a Nandan.

A partial failure that means you don't actually get to spend much time at Orlanth's heath. Maybe issaries or Yinkin had to rescue you and bring you there? And so it is him you feel drawn to. it is likely you will be on the fringes of clan life, as a hunter or trader.

Catastrophic failure leaves you with a choice of Eurmal or worse. You are on the path to being either the designated village idiot, or exiled entirely.

 

 

Maybe 🙂 

I’m not sure of my understanding of a sartarite initiation :

step one every one is initiated to adulthood in a clan ceremony and then elders may identified what young people should be (as cultist)

 

step two : these new adults (or not yet ?) study with the nearest (or not) priest of the cult they probably join in one year

 

step three: they join the dedicated ceremony to their gods

so humakti, orlanthi, storm bullers will be sent to the pits but not others

LM, Issaries etc may have other rituals

I agree that a clan Elmal-friendly probably can detect that this guy is probably an elmalian and then organize a ritual fo those who have this affinity.
 

but what about a clan without any solid experience of Yelmalio ? Oh it seems to be a farmer or a warrior let’s send him to the pit, we will see.  Then you fail the quest. Not a failure because you are not good enough or not ready enough but a failure just because this place/ritual/quest is not for you and you have to find your role in the world.

 Again I m not sure but I would consider it  little strange to have the same ritual (mundane) for all the gods of a clan

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I don't think of the adulthood initiation as something you pass or fail.  It gives you choices and your choice probably points you to the cult you will apply to be initiated in.  Yes there is the risk of death, but it is low. less than the risk in simply growing up from babyhood.

 

Edited by Squaredeal Sten
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5 hours ago, French Desperate WindChild said:

 Again I m not sure but I would consider it  little strange to have the same ritual (mundane) for all the gods of a clan

That doesn't seem at all strange to me; Orlanthi are not monotheists. In any case where you are worshiping a deity 'as a subcult' of Orlanth, then most of the congregation will be the regular clansmen (and/or women, for non sex-segregated cults), acting as lay members..

Things are different in the cities, at tribal confederation level, where different cults can have their own buildings, organisations and non-overlapping congregations.

i agree that there is a second stage of initiation where cult skills, including 'worship [deity]' are taught, taking place over the years after adulthood initiation.

it is not specified anywhere in the rules whether a 16 year old coming out of the ordeal, but lacking that skill, has the magic as 1 use. But the principle of maximum game fun, and the prince of sartar web comic, strongly suggest that. Argrath was still a teenager herding sheep when he used Orlanth's lightning against a lunar patrol.

Also it doesn't seem very Orlanthi to teach Worship Orlanth on entirely theoretical grounds, without any link to the deity, or magic to regain to show it is working.

Unless the mythology book changes this, the rules do make it reasonably clear that the third stage is unnecessary if you have gone through the first two. p 274 of RQ:G says RQ2-style initiation tests only apply to those 'unfamiliar with the temple hierarchy' . This would not be the case for any cult economically and magically supported by the clan, tribe or federation. This route is for those who have no prospects within a clan, and maybe leave before they are exiled. So they travel to a distant city and hope to prove themselves to start life anew.

Pavis is the traditional place to try this.

https://wellofdaliath.chaosium.com/worshiping-deities/

http://www.princeofsartar.com/comic/7-argrath-faces-the-lunars/

 

Edited by radmonger
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12 hours ago, French Desperate WindChild said:

step one every one is initiated to adulthood in a clan ceremony and then elders may identified what young people should be (as cultist)

step two : these new adults (or not yet ?) study with the nearest (or not) priest of the cult they probably join in one year

step three: they join the dedicated ceremony to their gods

so humakti, orlanthi, storm bullers will be sent to the pits but not others

Step 1 is when young men and anyone identifying as similar (e.g. vingans) are sent to the Pits. This is when they get insight as to what deity they might pursue.

Step 2 and 3 as you note. 

My interpretation of what happens in the Pits is when you learn you may have affinity to Yelmalio, Humakt, Gustbran or whoever. Maybe you're in the Pit of the Strange Gods and you befriend or aid Yelmalio. If you're in the Pit of Conflict, you might align with Humakt. If you're in the Animal Pen and fight, then you have affinity to Storm Bull, but if you charm the animals you might be Yinkin, etc.

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Thanks @jajagappaand @radmonger

 

of course if the pits are the first step it changes all my view (sadly there are then less drama to be called by YO - except the available spells 😛 -it is a joke, no issue for me -)

but I imagine than initiation in any (sub)cult has a part of secret so the ritual ceremony may start with lay members and friends but there is probably a step where only initiates can participate just because you must know the secrets

 

 

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26 minutes ago, Rob Darvall said:

As a drive-by thread-jacking:

Has anyone got hints as to how to include Ernaldans in cattle raids specifically in Six Seasons?

Also, back on topic, see if you can get Ned's Haraborn specific chargen worksheets. They're very handy.

Knowing it is a boys' game, I would expect the female adventurer to ask to be included.  And say yes.  Probably the same for Vingans before the character is well established.  With newish players I would explain all that briefly, not requiring a customs roll, because since it is the Sartarite national game everyone must know something about cattle theft.

 

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On 10/8/2023 at 9:58 PM, jajagappa said:

Step 1 is when young men and anyone identifying as similar (e.g. vingans) are sent to the Pits. This is when they get insight as to what deity they might pursue.

Step 2 and 3 as you note. 

My interpretation of what happens in the Pits is when you learn you may have affinity to Yelmalio, Humakt, Gustbran or whoever. Maybe you're in the Pit of the Strange Gods and you befriend or aid Yelmalio. If you're in the Pit of Conflict, you might align with Humakt. If you're in the Animal Pen and fight, then you have affinity to Storm Bull, but if you charm the animals you might be Yinkin, etc.

my thought has always been that we're evaluating initiation wrong here; the story of the Pits and how the Storm Gods were subject to it is because the Pits is the experience of the Storm rune! Initiation is not specific to whether you have a penis or vagina or whether you act "masculine" or not, it's one event. Most people end up Storm or Earth because those are the Orlanthi main runes, but the actual experience of the youth is based on what rune they are going to choose/express. Storm sees them as foreign gods (or monsters) in the Pit. Ernaldans see the Earth Lodge and unfamiliar Earth ancestors. I don't know what Helerites would see, but you get the idea.

Someone wrote that Sartarite Lunars in their campaign see a cyclopean city: it rises and falls through all the cycles of the Moon phases (each relating to a rune: Earth founding, Solar building, Sh'harkazeel's attack, etc.) and they find themselves amongst strangers in the appropriate phase and culture: Verithurusa-Teelo Norri the Pure, daughter of Yelm, for the Fire phase; Gerra-Deezola for the Earth phase; etc. (Non-Orlanthi Lunars don't undergoing this kind of initiation.)

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