Accuses me of imposing:
>was non-sequential. Things could happened both _before_ and _after_
> [...] an unreal structure upon the Praxian mythos. Godtime
I wasn't talking about Praxian Experiences of the GodTime, tho. I was talking about the sequence of historical events that gave rise to the scenes in the God Time.
Observations of reverse Cause-Effect IMO are caused by HeroQuesters themselves. For instance if Joe Hero went to the battle between Arkat and Nysalor and Gbaji and then travelled to the Sun-Stop, he will be amazed at how the battle affected the events of the Sun-Stop. For instance Arkat's usage of Uz Magics obviously caused the Uz to break away from the Second Council.
But this observation is equivalent to me observing how tailormade the events of the First World War were for the events of the Second World War to come about. However this viewpoint is not wrong. It's extremely valuable to navigate around the Hero Plane as most Heroquesters have little else to go upon.
> There was never a time when the Praxians didn't ride their
>beasts. And yet there was a time before they rode their beasts.
Is this quibble by any chance semantics based? (ie they weren't known as Praxians in the time before they rode their beasts)
>Comprehension of this is one step towards both RuneQuest Sight and
>the Kralori insight, both of which grant a deeper (but not clearer)
>understanding of the cosmos than Illumination.
At a cost of a lesser understanding of oneself, I presume? I'm still trying to grok your statement that the God Learners changed themselves to accomodate the demands of the cosmos and all I can get is the impression that they knew spells like Create False Trustworthiness. As for the Kralori Insight, I take it this is taught by Metsyla? Or does it come from somewhere else?
> In any case, the Praxian ancestors were never farmers. The
>Oasis folk are probably descendants of the Golden Age people and
>dwelt in huge gardens, mansions, palaces, and floating cities.
>"Farmers", indeed.
Considering the myths about Good-Old-Days-Prax where one could plant a seed and having to jump back, the closest description I could come up with at the time was farmer. With hindsight, Gardener would have been a better word. In any case, their lifestyle wasn't so opulent as you paint above IMO. They had to work for and look after the Giants who built the huge gardens etc.
John Brown:
>P.S. also if the five elemantal weapons in your game exist, do they
>have their own cults as well? which ones? what are they like? send
>writeups?
According to the God Learner Scheme of things:
Humakt is the Elemental Weapon Cult for Storm AFAIK. What the Others are is less clear. Lodril is known as the Spear God, but this aspect of him is often suppressed as Peasants carrying Spears is considered Revolutionary and a Bad Thing. The Bow God is supposedly a subcult of Yelm and the Axe Goddess is known as Babeester Gor in Esrolia. I don't have the foggiest who the Maul God or the Flail God are (most probably some long forgotten gods listed in Zzabur's Blue Book).
All IMO.
Andrew Joelson:
Me>> The Trolls think Arkat is a Great Guy because when he betrayed their
>> cause in Dorastor and turned into Arkat the Chaosmonster, none of them
>> were around to witness the event.
> Nah, you're confusing the guy with Gbaji again. Rememeber (as
>was recently pointed out), Arkat ruled Ralios for 75 years after killing
>Gbaji. He left the trolls in Halikiv/Guhan in a position of considerable
>strength.
I knew that and it doesn't contradict what I said. Arkat betrayed Chaos and his own basic nature in the final battle IMO. After that, the Ralians and the Trolls were the only ones who remembered him with the least amount of loathing so that where he headed to for retirement.
Bruce Probst:
>So far as I can tell, the only references to Teshnos are the bits in the
>Glorantha set, which mostly describes several cults that have never been
>written up, and a passing reference in the Dormal writeup, describing
>the establishment of the trading port of Dosakayo, which (of course!) is
>not located on any published map that I've found so far.
ODD AND INTERESTING THINGS ABOUT TESHNOS.
>Also, has there been a formal writeup of the Yelm cult? I have a vague
>idea that I've seen one somewhere, but can only find the GoG summary.
White Wolf Magazine had one. However that description is really a description of the Dara Happan Yelm Cult. Somash IMO has a much simpler Cult Structure and probably different Runespells.
I do have a feeling that their magic would be slightly exotic rather than the standard RQIII magic. Their magic would be pyrotechnical in scope - they know how to manipulate normal fires and the Life-flames of themselves and others.
Frex, the Teshnans rarely need firemaking equipment as 'Ignite' is a very easy magic to learn and do. Most of the Fire Magics are known and taught by the Five Fire Gods although many more can be learned by praying to one of the numerous fire spirits that dot the land. Frex, worshippers of Calyz know how to arouse sexual fires as well as creating a cooking fire and a smelting fire. Other fires can be created like a Fire that is not extinguished by water. Common Potent Magics in Teshnos (ie Rune Level) would be stuff like Summon a Bonfire (non-movable), Self-Immolation and even Self-Incinderation. I believe the land's fertility is ensured by sacrifices to keep the life-flame of the land alive and well rather than conduct worship to an actual earth goddess.
I'm thinking that Argrath at the battle of Milrain (in KoS) had a hundred Teshnans (courtesy of Harstar) who knew how to immolate themselves and did so scaring the bejesus out of the Lunars.
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