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Argrath and Elusu chat

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A FRAGMENT FOUND IN THE NEW PAVIS LIBRARY (Date and author unknown)

Argrath and Elusu prepare for a battle: 

Elusu: What is the sound of a sword?

Argrath: A metallic ping. A whoosh of wind as it swings through the air. A meaty crunch as it slices flesh and bone.

Elusu shakes her head. No.

Later, after the battle, women weep and the wounded scream in pain.

Argrath: That is the sound of a sword.

Elusu: Isn’t it beautiful?

____________________________

Elusu and Argrath are deep in their cups:

Elusu: Look into the ale. Watch that bubble, rising. What do you see?

Argrath: The World.

Elusu: And pop. Now it’s gone.

Argrath: But look, another rises to take its place.

Elusu chugs the beer then burps loudly.

Elusu: And so die a thousand worlds. (Calls to the barkeep) More beer!

____________________________

Elusu and Argrath walk down a dusty road on a beautiful day.

Elusu: I am the blow that cannot be parried. I strike you dead, but you’re alone. What am I?

Argrath: Suicide.

____________________________

Elusu takes a hit of hazia. Passes the pipe to Argrath.

Elusu: Imagine perfect Law. Perfect Order. Everything is the same. All is at rest. Nothing changes. As it was before creation. What else do we call this?

Argrath: Primal Chaos.

Elusu: And what then causes creation?

Argrath: More Chaos.

Elusu: Stop hogging the pipe!

____________________________ 

Argrath and Elusu ride a boat downstream on the River of Cradles.

Elusu: What color is the sky?

Argrath: Today? Blue.

Elusu: What color would the sky be if I scooped out your eyes?

Argrath: If you put out my eyes, I won’t be able to see it.

Elusu: But I will still see it.

Argrath: No. Because if you put out my eyes, you’ll be dead.

Elusu: If I’m dead and you’re blind, then what color is the sky?

Argrath: There is no sky.

____________________________ 

Elusu and Argrath are at a tavern.

Elusu: Tell me, what is this gold coin worth?

Argrath: Twenty silvers. So… 200 horns of beer?

Elusu and Argrath are lost and dying of thirst in the Wastelands.

Elusu: Tell me, what is this gold coin worth now?

Argrath: Nothing.

Nearly dead, Elusu and Argrath reach an oasis. There are several Rhino Riders there.

Elusu: Tell me, what is this gold coin worth?

Argrath: If we’re lucky, both our lives.

Argrath and Elusu loot the dead bodies of the Rhino Riders. Elusu finds another gold coin.

Elusu: Ah, no wonder. They already had a gold coin. What do you think it’s worth?

Argrath: Everything. And nothing.

Elusu: Right now, I would trade it for a beer.

____________________________ 

Argrath and Elusu reach a fork in the road.

Elusu: We are lost. We don’t even have a destination. Which is the correct way?

Argrath continues straight, taking neither road. Elusu follows.

Elusu: At the end of this road, there'd better be beer.


Tarshite Clans

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We have many mentions of one Tarshite clan - the Orindori, Fazzur's clan - but I can't find any information about any of the others. 

Does anyone have info about any other Tarshite clans?

 

Some thoughts on the history of architecture in Dragon Pass

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I thought I'd post some working notes from some work we've been doing on cities in Dragon Pass (this ultimately is not going to be part of any book, but rather informs our art direction and map making).
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Many of the cities in Dragon Pass are built atop the remnants of God Time settlements of the Vingkotlings. Now most of these ruins are some 5,000 years old, making them the equivalent of Neolithic ruins as seen by Alexander's Greeks. BTW, that's how I tend to try to understand Glorantha's history - I position myself at the time of Alexander the Greek and look backwards.
 
Present year 1627
10 years ago - Lunar Empire invades Hendrikiland
25 years ago - Boldhome falls to the Lunar Empire
50 years ago - Battle of Grizzly Peak
100 years ago - Apotheosis of Sartar
300 years ago - Belintar unites Holy Country
500 years ago - the Dragonkill War (1120)
1000 years ago- the Kingdom of Dragon Pass. After this came the EWF.
1500 years ago - the Second Council. The Theyalans dominate Genertela and war with the Pelorian horse people.
2000 years ago - I Fought, We Won, and the Unity Battle. After this, came the Heortling kingdom, which lasted about 800 years (until Gbaji destroyed it).
2500 years ago - The Chaos Age, which lasted until the Unity Battle.
3000 years ago - the Ice Age
5000 years ago - the Vingkotlings
10,000 years ago - Orlanth kills Yelm

Compare this to a Greek at the time of Alexander (330 BC)
10 years ago - Philip founds Philippopolis
25 years ago - the Sacred War
50 years ago - Battle of Leuctra (371 BC)
100 years ago - start of the Peloponnesian War
300 years ago - fall of the Neo-Assyrian Empire
500 years ago - the neo-Assyrian Empire
1000 years ago - the Trojan War
1500 years ago - height of Babylon
2000 years ago - Sargon and the Akkadian Empire
2500 years ago - Gilgamesh is king of Uruk
3000 years ago - Menes units Egypt (first dynasty)
5000 years ago - Neolithic cities like Catal Huyuk and Jericho
10,000 years ago - beginning of Neolithic age
 
The Vingkotling settlements had great walls of stone or earth and the more important were built with something of a spiral shape. The Vingkotlings enslaved dwarfs or used great magics to build these settlements. They ranged in size from 2 or 3 hectares to nearly 500 hectares (Nochet was the capital of the Vingkotlings). Most were between 2 and 40 hectares. As the God Time became more and more destructive, these settlements tended to be rebuild as smaller and more fortified. Many of these Vingkotling citadels survived the Great Darkness.
 
During the Great Darkness, the surviving peoples of Dragon Pass eked out an existence in a few of these citadels, and after I Fought We Won they became the centers of the new Theyalan civilization. Old ruins were the first to be resettled. Broken walls were cannibalized to build new walls. In the early First Age, the Theyalans were allied with the dwarfs of Greatway (in the Rockwood Mountains), and some later settlements (such as the City of Miracles in Dorastor) were architectural wonders. This civilization was destroyed in the Gbaji Wars that ended the age.
 
In the later Second Age, Dragon Pass was again the center of an urbane empire, best known as the EWF. The EWF ruled much of the continent and could command masons and builders from far and wide, particularly from Dara Happa, but also from dwarf allies and subjects. Population levels recovered and many of the old cities were rebuilt, sometimes to realign with mystic experiments of the ruling EWF.
 
The EWF collapsed in the 12th century and then all human life in Dragon Pass was exterminated overnight in 1120 with the Dragonkill War. For two centuries Dragon Pass was largely abandoned by humans. Some of the ruins were occupied by the dominant trolls as strongholds and bases, but most were just left empty.
 
Dragon Pass was resettled by humans after 1300 or so.The old ruins were often the first to be resettled. So places like Clearwine, Bagnot, Dunstop, Jonstown, Two Ridge, and so on, all incorporate citadel walls built by older, richer civilizations. Until Sartar's arrival, these settlers were dramatically inferior builders to those who came before, but thanks to Sartar's friendship with the dwarves, his cities tend to be as impressive as anything from the previous ages. Saronil taught the dwarf secrets to his followers; although this ended the dwarf friendship, it began a tradition of impressive stonemasonry among the Sartarites.
 
So in lots of these cities, there is going to be a "citadel" (or "acropolis") that is maybe 2 to 10 hectares in size built within the old Vingkotling citadel. Then a later city that incorporates earlier and later defensive walls, and then later rebuilds them. The previous names and history are generally lost (the settlers weren't scholars!), although places of obvious power became cult centers. What might have been a Second Age temple to the Diamond Storm Dragon gets rebuilt as a temple to Orlanth Adventurous. The tombs of Theyalan kings became shrines of Orlanth Thunderous or Ernalda. And so on.
 
The city of Furthest is something of an exception. The Lunars laid out a planned city, built along the lines they developed in the Fifth Wane to resettle their own Heartlands, which had been destroyed by the nomadic hordes of Sheng Seleris. Furthest is built on a grid, and was built largely by and for foreigners. 

The 'Tone' of Prostitution in Glorantha

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An odd one I know,  I got half away through writing up Cyriels organisation in Elkoi and I had decide he ran a number of girls to 'service' the troops rotated through Elkoi.

Looking at his other trades, and the situation it was going to be a bit grim.  Slaves and captured Balazaring girls, abusive, harsh and something to appal the pc's.

A tone and view of prostitution that would resemble the film 'The whistleblower'

However I paused because my players didn't pursue there dealings with Cyriel, but also comparing this to the fleeting mentions of prostitution and the worship of Uleria produced so far I felt it was almost 'ungloranthan'.

What do I mean by that?

Well it feels like prostitution as far I have encountered it to date in Glorantha has always been seen as consensual, part of cult worship and even venerated in some circles. In the truth a liberal Utopian view of prostitution, far removed from indentured servitude, modern slavery and forced labour.

Have these themes been explored and debated before? Have other people dealt with this in their games?

Bolthor: Who's son is he? Whose clan leader?

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I'm running a Dorastor campaign and am about to come to the moment in 1622 when Bolthor is elected King. 

Hakon the Swimmer (unless someone tells me different!) died in Sacred Time 1621 when he summoned his enemy... and got Hahlgrim. One perfectly honourable duel later....

So, my PCs are going to accompany Renekot the Stone to the election of the new King. It is destined to end in slaughter and civil war. 

But exactly who Bolthor is and how he got to be King is a thing I can't find out. 

Help? 

Ernaldori Village of Greenbrass

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In the GMs Screen Pack adventure book there is reference to the village of Greenbrass lying in Ernaldori lands, but it is not marked on the Colymar map anywhere, and I can't find it on any other maps. Does anyone know where this is supposed to be located?

How Do Chaos Fighting Cults Feel about Arkat the Destroyer?

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Arkat the Destroyer's illuminated followers infiltrate chaos cults like local Thanatar nests, learn their secrets, then use that information to help destroy the temple and kill the chaos worshippers.

How do Lightbringers and chaos fighting cults like Storm Bulls and Zorak Zoran react to this kind of skullduggery? Is there any possibility of at least limited tolerance for their activities? I mean, the Arkati are illuminates, they give power to chaos during the infiltration stage, but they help destroy chaos, providing information which might not be obtainable by other means, helping to gain access to hidden temples, improving the odds of success, helping to ensure none of the chaos scum survives the raid.

Without them, there would be more chaos. 

Orlanthi Weaponthanes vs Housecarls

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Okay, this isn't an astronauts vs. cavemen thread as you may have hoped, but one about definitions. I've been struggling to make sense of what we should be calling the elite warriors of the Orlanthi clans - and what to make of them when they are called this or that.

So, we have the term weaponthanes, which is basically a warrior-leader supported by the clan (or tribe, as it may be). However, sometimes (as in the Coming Storm) we see housecarls used instead. Is the intention here that there is a distinction between these two terms, or are they intended to be largely interchangeable? In looking for a distinction, perhaps you can have weaponthanes who do not live with the chief/king, instead occupying some other strategic piece of territory (which certainly makes sense), who would be differentiated from housecarls, who are specifically the weaponthanes who guard the chief/king.

Also, a weaponthane has his Four Storms, but they are really not considered to be thanes themselves (I assume). However, I would also assume that they are likely to be supported by the largesse of the weaponthane in question (so, in that sense, their difference to thanes is actually somewhat minor, making them more like "minor thanes"). If we go by the distinction I outline above (ie. housecarls being the weaponthanes of the chief's bodyguard), are their Storms considered to be housecarls as well - if not, what exactly are they then? One might contemplate a situation where the housecarls wouldn't even have Storms at all, as one might not want to incentivize bodyguards to develop followings of their own, but not sure about that.

Another way to think about housecarls is to, well, look at the words. It says they are "carls", so one might consider these to be warrior retainers not benefitting from a thane's rank... which is an entirely different line of thinking all together.

Looking for a simple set of answers here, guys. 😅


Yelmalio in Nochet

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I notice from the map that there is a Yelmalio temple in Nochet. I presume that his cult is far less patriarchal than it is in Sartar or Prax, and wondered just how that worked.

Hastur the Chief Priest

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I have a question about Hastur the Lawspeaker's title: Chief Priest.

According to the Adventure Book of the GM screen pack he is Chief Priest of Lhankor Mhy at Clearwine Fort. As I understand it, there is only a shrine to Lhankor Mhy there. The only temples in Sartar I can find info on are the ones in Jonstown and Boldhome. So who is he chief over? Are there more Lhankor Mhy priests at Clearwine Fort? If so, how come they don't have a temple?

Runequest Magical Location: The Draugar Stone

Pavis - Possible New Pavis customs based on Greco-Roman Laws

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This was something I wrote up for a Pavis campaign where the characters were members of the Royal Pavis Constabulary. I took pains to avoid the 'Guards Guards Guards' tropes.

Pavic Law and Customs

Pavis is a polis; a city-state with surrounding lands that answer to the central town. Oddly enough, it is also a colony of a battered old polis; The Real City in the heart of Old Pavis and this complicates things. It is also even more than this as the Empire has appointed a Count to oversee, tax and govern this state it is what is known as a colonna. This means a series of unusual relationships has arisen and these have had strange effects on law and customs.

As an Imperial colonna Pavis is subordinate to the Empire and its hierarchy. However, even after years of occupation the Imperials still know little of what they have come to own and on a mystical level they are almost completely ignorant of the mythic mechanisms of how and especially when Pavis operates. The total indifference of the higher members of the Pavis temple to the dangers of marrying in the Lunar Pantheon have caused some imperial mystics to wonder if they know exactly what they are dealing with and has caused some misgivings. The worst dangers are buried deeply.

Regardless of this Laws and Customs reflect these three factors; The Real City and its history of unceasing war with Prax and the Uz. New Pavis and its legacy of Sartarite disenfranchisement and its strong Sartar clan structures and overlaying this the blanket of Imperial Provincial Law.

Pavis Citizens

Citizenship is a vital requirement for living in Pavis for any time and those deliberately remaining outsiders are known as a Metic or 'resident foreigner'. A metic has severely curtailed rights, and may not vote, has less credibility in court than a citizen has, may not be given food rations in times of hardship or siege, has no ties to the local community and is considered inherently suspicious. A metic has all the burdens of citizenship but none of the benefits,

To be a citizen one must become an initiate of Pavis and then must be adopted by the citizenry as a fellow. In practice it is easier to become an initiate than to become a citizen and only by tying one's fortunes, and those of your descendants, to those of large Pavis clan (and in a subordinate or 'client' role) can a metic hope to become a Pavis citizen.

A citizen has many benefits and not just the dole and a lesser gate tax.

Citizens have more rights in a legal dispute than metics and as they have familial, ritual, mystical and political ties to the city they are considered more trustworthy. Citizens do not pay more than a token payment for places in the markets, the craft guilds must accept them if they are qualified to join and then the guilds actively persecute their metic competition. Citizens may vote, and by showing their support for a candidate they place themselves, by affiliation with a faction, in the debt of the candidate and faction they support. Citizens also have equal rights as Imperial citizens within the bounds of the County of Pavis. As a citizen it was unlikely that they would be enslaved by the state unless the citizen was found guilty of an extremely serious crime.

Slaves

Pavis is a culture that allows the ownership of slaves. Slaves form the very bottom rung of Pavic life and only 'enjoy' the rights they receive as the belonging of a citizen or metic. Slaves are not killed they are destroyed. This simple definition shows the total lack of rights they have; their death is only noted as the reduction of another person's wealth.

Slaves may not give witness in court. Slaves may not belong to the cult of Pavis and by enslavement the terrible ritual of disenfranchisement rips the person from life as an equal citizen and hurls them into the purse of another citizen. Most relatives, friends or patrons of a citizen condemned to slavery undergo great hardships to prevent this terrible event and many of those condemned to perpetual slavery will suicide instead.

However, there is more than one form of slavery of which perpetual slavery is only the worst. Temporary slavery such as Seasonal Slavery (usually for chronic debt) or Year And A Day Slavery (for serious crimes) 'merely' reduce the ex-slave afterwards to the status of metic but it is usually easy for the to be readmitted as a citizen unless they are disowned by all those who know them.

While it is possible for a slave to own money it is actually illegal for a slave - a possession - to own their own possessions so the owner of the slave keeps the money 'owned' by the slave in trust. Obviously some owners refuse to do this making the slave unable to save up to buy their freedom. Slaves have no right to their own bodies and a male owner can legally force a slave to have sexual relations with himself or with another male of his choosing at any time. The reverse of this shows that Pavis is still something of a patriarchal society as a female owner having sexual relationships with a slave is considered to have committed bestiality and the slave is destroyed and the woman brought up on charges. Imperial citizens have decried this practice. All the children of slaves are considered slaves in their own right.

Slaves who cause damage, lie, steal or are otherwise disruptive may or may not be destroyed according to the 'crime'. The owner of the slave is held accountable for any outrages a slave causes. A similar situation is if the owner of a dog allowed it to bite someone and is the example used in the Pavic court.

Any owner freeing a slave, a common practice among some groups, agrees by the act of manumission to become the patron of the slave (who is now a low-class metic). The former slave, now a 'freedman', becomes a client of the former owner but can leave that owner's patronage after a year and a day.

Imperial Law

The Lunar Empire sees Pavis as a typical borderlands set of contradictions and has set its Provincial Army and Provincial Administration to the task of making the colonna friendly to the Empire and its goals.

The aim of the Empire is simple; Assimilation.


In time and with constant, impartial and pervasive administration the Empire aims to make Pavis an Imperial Outpost at the edge of the Empire, within the Glowline and with the regional variations expected within every satrapy. Should Sor-Eel prosper in this position his family will add the satrapy of Prax to their honours and Sor-Eel has the attitude that he and his dynasty are here to stay. It shows. Sor-Eel is slowly 'going native' and building a power base here on the borderlands.

Unfortunately Sor-Eeel is saddled with Jotoran Longsword, who has the 'crush them under your heel, tax them 'till they squeal' mindset almost guaranteed to create unrest in a border town. Jotoran is almost undoubtedly sabotaging Sor-Eel's efforts but it is unknown who he is working for among the Imperial factions. Everyone is keenly hoping that Pavis gets to witness a Dart War to 'thin the Lunars out'.

The Imperial Administration has decreed that an Imperial citizen is on equal standing in the eyes of the law as a Pavic citizen, and Imperial merchant interests have immediately appeared to try and suffocate the native merchant houses and craft guilds. This led to a fair bit of street fighting and assassination. This, and the ongoing Sartarite unrest, has meant that martial law has been extended indefinitely.

The basic Imperial Directives of Occupation are as follows;

  • Anyone convicted of committing violence upon the person or possessions of a Lunar Citizen or Ally (including Pavic Citizens) will be crucified.
  • All taverns, eating houses and places of entertainment must be closed by midnight and no citizens, metics or slaves may be on the street after then without a pass issued by the Imperial Administration or Pavic Constabulary.
  • All weapon masters, weapon schools and their students must be registered with the Imperial authorities.
  • All foreigners entering the city must register with the Imperial Authorities at the gate.
  • All expeditions into The Rubble must;
    • Register with the Imperial Authorities before entering The Rubble stating both their objective and the expected time of their return.
    • Pay a set tax of One Per Centum of any monies in excess of 100L per individual to the Gate Clerk on exiting The Rubble.
    • Declare and display for inspection any artefacts found on the expedition at the Imperial head quarters.
    • Deposit maps of explored areas with the authorities at the Imperial head quarters on return from any expedition to the The Rubble. If the expedition members are incapable of submitting a suitable map as per the Mapping Requirements (Rubble Expeditions), a scribe will be made available to the expedition for a suitable fee.
  • The Temple of Orlanth, being a hotbed of seditious activity, will remain closed and sealed indefinitely.

Ransoms

In Pavis, like anywhere else in Glorantha bar a few strange spots, the family and clan is everything.

Family and clan guarantee to pay weregild - a 'life value' in coin rather than suffer the loss of a family member's life. Paying a weregild means that the the prisoner must be kept well and fed adequately. After a weregild is agreed on a prisoner must not attempt to escape nor may they be rescued by armed intervention of the family or clan.

Weregild is paid usually to a third party who is considered trustworthy. In Pavis at this time this is almost solely the function of the Lhankor Mhy cult. The clan pays the cult who then notifies holders of the prisoner. The prisoner is delivered to the cult, who pays over the sum, and the cult notifies the family or clan that the prisoner may be collected. Note, the Lhankor Mhy cult, in total contrast to every other of their activities, does not charge anything for this function. This is due to the mystical criteria that the Lhankor Mhy cult may not engage in taking sides and payment could allow the cult to manipulate the outcome of the exchange.

Anyone attempting to subvert the process once the Lhankor Mhy cult is involved lays themselves open to attacks by the Lhankor Mhy spirit of reprisal who will attack when the offender is asleep within a month of the transgression.

It is not against any law or custom to refuse to accept a ransom, and some bitter conflicts preclude 'quarter'. However if a group consistently refuses offers of ransom and executes prisoners then they may well be investigated by the authorities to see if such killings are murder. Normally if a murderer is shielded by a clan or family then the whole group is considered responsible.

Vendetta

Vendetta or Feud is the technical term for 'Private Warfare'.

Only clans; groupings of extended families, may legally engage in vendetta. Usually only large and powerful clans are granted the right to do so.

To claim Vendetta the following procedures must followed;

- The civic and imperial authorities must be unable to reach a verdict or arbitrate a solution on the basis of contention.

- The Count of Prax must approve a request for clan warfare. If approved, and a surprising amount are, the following stipulations are usually mandated:

  • Vendetta must be declared in the city central square, naming the clans involved and the restrictions mandated by the authorities. The combatants have one season from that day to reach an agreement before hostilities may begin and earnest efforts are expected.
  • No non-combatants may be harmed.
  • Arson is strictly forbidden.
  • Ransom must be accepted if offered.
  • Combat or theft within the city is strictly forbidden.
  • Interruption of trade, tax gathering and official business may never be hindered.
  • The vendetta can but cut short at any time by County Decree. Ignoring the Count's Decree brands the clan as 'rebels', and leaves the clan open to punishment by the Pavis Constabulary and the Imperial Legions who do not have to abide by any restriction on Vendetta.
  • Vendetta may not continue beyond a year and a day. At this time the parties must reapply to the Count of Prax.

Burial Customs

This really depends on religion. Pavis people from The Real City have graveyards inside Greater Pavis (The Big Rubble)

Most people are buried (or at least dealt with) on the other side of the river beyond the sable camp. Here the sun worshippers burn their people in hot fires, wind worshippers burn them with smoky fires, New Pavis people and knowledge worshippers bury their dead with a stone pillow and usually a marker of some sort. River people sink the body in a special sealed basket like a lobster pot and after a season retrieve the bones. Especially important people are sent on unmanned funeral barges that seek out the Homeward Ocean and thus the underworld. Humakti tend to deal with bodies however is convenient but never what is traditional for the member's family (as they are sundered from the kin). Nomad peoples deal with bodies, often by cremation, on the steppe. Cremated bodies usually have the ashes retrieved and placed in urns then put in household shrines or placed in temple under-vaults.

Criminals are crucified on the road to the city and left to rot, the stench is appalling and is yet another thing that the people of Pavis resent about the empire. Prior to this they were usually throttled (a wind custom, in Old Pavis they were stoned) and thrown in a mass burial pit over the river (this pit has a bad name for hauntings and only Daka Fal godi dare tend the pit.)

If Martin Helsdon did a KickStarter for Swords of Central Genertela, would you buy it?

Praxian Tribal beasts are not terrestrial animals - a Bison diversion

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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:

 

Quote

Praxian Tribal beasts are not Earth animals

Praxian tribal beasts may look like their Earth counterparts and be generally the same size and weight, but that’s as far as it goes in most cases. They eat different food, drink much less water, their general behavior, and their mating details are different. Unlike their Earthly counterparts, all but herd-men are ridden, and all produce milk for consumption. In the Wastelands, the major tribe’s herds are mostly the offspring of Storm Bull and Eiritha, so all males are bulls, all females are cows, and babies are called calves, regardless of their earthly names.

 

Major Tribe Herd Beasts

Bison are visually and behaviorally based on the North American Bison (Bison bison bison).

 

Herd-men are based on modern humans (Homo sapiens sapiens). They are physically identical, with identical growth patterns, but with only animal intelligence. Their behavior can be roughly based on those of living primates of the Pongidae family; orang-utans, bonobos, chimpanzees, and gorillas. There are many sources of fiction, such as Planet of the Apes by Pierre Boulle and its spinoffs that can be used as examples of humans as animals.

 

High Llamas are based on an extinct ancestor of the camel, Aepycamelus giraffinus, formerly called Alticamelus. This very tall prehistoric camel lived from the middle through late Miocene period. Visually it is based on museum skeletons and reconstructions, and behaviorally on Bactrian camels (Camelus bactrianus). High llamas are not humped like earth camels.

 

Impala are visually and behaviourally based on the Impala (Aepyceros melampus).

 

Sables are visually on the Giant Sable Antelope (Hippotragus niger variani) and behaviourally on the on Sable Antelope.

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?

 

Gloranthan Cult One pagers main note

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Gloranthan Cult One pagers are an attempt to gather together in a single page (well sometimes two pages) format the main cult information. Your game system may vary (Runequest versions or even Heroquest) but you might still find something useful in here even if you are not using the exact same version of game system - this is material I have created for my campaign over the years.  It relies on multiple sources but might not be exactly canon even if I have tried to follow that as much as is useful for my campaign. 

Gloranthan Cult One pager contains the following parts (if I have been able to find out the information from a source or invented it in case of some)

Name and the main purpose of the cult

Runes

Requirements to Join initiate

Requirements to join - rune level

Cult skills

Folk magic for Initiates

Theist Miracles (Rune spells)

Pantheons the cult belongs to

Sources

Areas the cult (thru its Pantheon or otherwise) can be found

Personality traits that the runes of the cult expect members to personify

Opposite runes. 

Enemy, Hostile, Friendly and Associated cults

Holy Days and High Holy Days

Spirit Societies the cult belongs to or is associated with

Totem animals the cult's spells can command or speak to

https://notesfrompavis.wordpress.com/2017/05/27/gloranthan-cult-one-pagers-renewed-main-page/

 

 

 


This is what I associate with Orlanthi and Bronze Age (although it, too, has ships)

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I stumbled across this video about the Nordic Bronze Age which sums up where many of my ideas for Bronze Age Orlanthi come from, although I would take a fair number of the "Indogermanic" and God Learner hypothesis with big grains of doubt.

A number of interesting facts remain, like access to the Pannonian bronze through trade independent from the sea trade in the Mediterranean, cultural exchange through the amber trade, etc.

I'll look out for more info on the Pannonian Bronze Age, which would be even more pertinent, but when looking at things like the presumed battle of the Tollense Crossing and migration evidence as with the Egtvedt Girl (mentioned in the video), that battle makes a lot more sense.

As for missing structures: with quarriable stone being absent, the archaeological record relies mainly on holes in the ground. The part of Germany where I live has virtually no bedrock (there are two exceptions, one former mountain of gypsum, formerly crowned by a stone castle, that was quarried down to half its size, and a high reaching chalk area near Itzehoe which is now quarried for cement), but there used to be 100 families of landed knights (who had special liberties in the original counties, then duchies), each of them with at least one fortified homebase. None of those castles survives, in a few places some holes in the ground did survive the intensive plowing. Any grandiose structures from the Bronze Age would have suffered the same fate.

That's why I have my difficulties with the descendants of Durev the carved man being so avid masons. Dwarves make up for a lot, but honestly, Clearwine in Cypriotic or Thessalian architecture does feel as wrong as would Roman opus cementitia. Fortunately, most other Orlanthi appear to be carpenters rather than masons. Giving the 3rd century Berennethtelli something like Peter Jackson's Rohirrim splendor wouldn't be wrong for my Glorantha, and would make the "steadburning" that claimed Brolarulf only that way more impressive.

 

Edit: Silly me. Here's the link:

 

Gloranthan Treasure from Gen Con

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Gloranthan treasure from Gen Con... demo copies from our friends at Campaign Coins!

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The Enlo Curse

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What mythological explanations might be offered in areas without knowledge of Nysalor?

The Earth Tribe

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Does anyone care to speculate on who the "original"  male members of the Earth Tribe are in Esrolia?

What I mean by this is BEFORE Ernalda married Orlanth

Why is sea water salty while most lakes are not?

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@scott-martin asked an interesting questing during the @metcalph & @Joerg exchanges in the Pent thread about Hot Lake (page 372):

Given that elemental Water isn't salty - what is salt water in Glorantha? Why are the seas salty? Is actually any water salty other than that specifically stated? are the seas actually not salty?

The Sean Pantheon section on page 151 says:

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Merman philosophers teach that the world was once a single current owing through the cosmos. For some reason the current divided into fresh and salt water, then hot and cold, and in other ways, eventually forming the present generation of sea deities in the world.

Perhaps @Jeff can help

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