jeffjerwin Posted December 27, 2018 Author Share Posted December 27, 2018 Just now, Sir_Godspeed said: What's the periscope-looking thing? It's a horn, sort of like an alphorn or tibetan horn in my imagination... I may change the shape. https://www.youtube.com/watch?v=IBQNuPwgN1c 1 Quote Link to comment Share on other sites More sharing options...
Darius West Posted December 28, 2018 Share Posted December 28, 2018 (edited) 10 hours ago, Sir_Godspeed said: What's the periscope-looking thing? My guess is that it is a lur horn for use as a warning device. I see belatedly that Jeffjerwin thinks so too. Edited December 28, 2018 by Darius West Quote Link to comment Share on other sites More sharing options...
jeffjerwin Posted December 28, 2018 Author Share Posted December 28, 2018 There are three temples (Orlanth Drogarsi, Ernalda Skovari and Donandar), a healer, a redsmith, a carpenter, a miller, a potter, a cartographer/sage, a cartwright, and a Tarshite tax official/Etyries merchant. There is a twice-weekly market, with two tinkers, a horsetrader, a weaver, a knife-sharpener, and a leatherworker who visit. There are 38 structures in the town. After repeated breakdowns in discipline, there are no permanent Tarshite troops posted here. Too Far is a basic Heortling village in numerous ways. It is governed by a version of the Lightbringer Ring. Herds and gardens are kept in common, and there is an unusual amount of turnover in the composition of the ring, including the town thane, who is said to be a different man or woman every time there’s a census, though the name is the same, as if people are taking a role. There is no aristocracy in Too Far, and bloodlines are heavily mixed with outsiders, sometimes from very far away. Table of locations. Unmarked are ordinary homes. 2. Barn 6. Watchtower 8. Etyries market official 9. Barracks (abandoned) 10. Miller 13. Redsmith 18. Carpenter 28. Potter 29. Healer 30. Cartographer/Sage 31. Temple of Orlanth Drogarsi 33. Temple of Ernalda Skovara 34. Temple of Donandar 38. O’er-reach Inn (Feel free to help me brainstorm names and idiosyncratic details) Quote Link to comment Share on other sites More sharing options...
Lord High Munchkin Posted December 28, 2018 Share Posted December 28, 2018 Only two thoughts. You might need a few buildings for farmers and other non-adventurous types. The well is pretty close to the "drop" in the topography. What's to stop the water draining away from the well, out into the "valley"? The water table would be pretty low. Quote Link to comment Share on other sites More sharing options...
jeffjerwin Posted December 28, 2018 Author Share Posted December 28, 2018 5 minutes ago, Lord High Munchkin said: Only two thoughts. You might need a few buildings for farmers and other non-adventurous types. The well is pretty close to the "drop" in the topography. What's to stop the water draining away from the well, out into the "valley"? The water table would be pretty low. Thanks. I'll move the well closer to the paddock. All of the buildings outside the ones listed belong to farmers, herders, and small craftspeople... (Who also moonlight as entertainers in many cases). The 'well' might connect to a First/Second Age pipe system, however, running down from Nala's Hills. Basically the history of the settlement is: 1. Vingkotling stead dating to the Grizzly Peak period; later abandoned. 2. Stravuli stead (the Dawn) 3. Conquered and left in ruins by the Liornvuli 4. Rebuilt during the Second Council as a trade post between the Liornvuli and the Aramites (who are not yet monstrous) along with Aldryami, Dragonewts and Trolls. 5. Fortified by the Bright Empire 6. Arkat is repulsed as he besieges the Wideway (c.436) 7. Captured and destroyed by trolls. Later an Argan Argar trading post. 8. Rebuilt during Orlanthland, when it becomes part of the Proximate Holy Realm and the Puppeteers settle here. 9. Draconized during the EWF. Bridge under construction. 10. Destroyed by Alakorings and Golden Horde. 11. Rebuilt in a makeshift way by Velebar 12. Abandoned in Dragonkill 13. Reoccupied by Puppeteers. 14. Visited by Arim the Pauper 15. Incorporated into Tarsh c.1400 16. Takes in refugees from Chaos eruption in Ginijji (c.1450) 17. In no-man's-land from c.1490-1582, irregularly occupied by Lunar Tarshite garrison 18. Attacked by Tusk-riders on a repeated basis (1605-present) 1 Quote Link to comment Share on other sites More sharing options...
Sir_Godspeed Posted December 28, 2018 Share Posted December 28, 2018 Is the paddock for public use (ie. grazing commons/overnight pasture for cattle safety) or for more exclusive animals (chief & thanes' horses/messengers horses)? Quote Link to comment Share on other sites More sharing options...
jeffjerwin Posted December 29, 2018 Author Share Posted December 29, 2018 2 hours ago, Sir_Godspeed said: Is the paddock for public use (ie. grazing commons/overnight pasture for cattle safety) or for more exclusive animals (chief & thanes' horses/messengers horses)? Good question. Maybe have two of them? However, the role of 'chief' and 'thane' is not substantially different from the other villagers. There may be a small paddock for travelers to keep their horses separate from the sheep and cows - though they're only there at night or when there are tuskers in the area. 1 Quote Link to comment Share on other sites More sharing options...
Wrestlepig Posted December 29, 2018 Share Posted December 29, 2018 On 12/23/2018 at 3:28 AM, jeffjerwin said: Correctly posting this in Glorantha... But one is the stockade at Too Far, on the very rim of Lunar Tarsh. Why? It's only appropriate, any self-respecting puppeteer knows to take their performances Too Far. 2 Quote Link to comment Share on other sites More sharing options...
Lord High Munchkin Posted December 30, 2018 Share Posted December 30, 2018 20 hours ago, Wrestlepig said: It's only appropriate, any self-respecting puppeteer knows to take their performances Too Far. "How far can Too Far go?" Quote Link to comment Share on other sites More sharing options...
jeffjerwin Posted December 30, 2018 Author Share Posted December 30, 2018 8 minutes ago, Lord High Munchkin said: "How far can Too Far go?" Depends. There's probably a Two Fer One Special at the market. And that strange horn is perhaps the Toot Far. Quote Link to comment Share on other sites More sharing options...
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