YGGS ISLES

From: Guy Hoyle <guyhoyle_at_chrysalis.org>
Date: Mon, 29 Jul 1996 00:21:26 -0500


I'm a player in Sandy Petersen's current on-again/off-again campaign (real life keeps intruding), and our characters started out as Yggs Islanders ("We're vikings, dammit!" is our resounding cry). I don't know about the other Ygglings, but on Trond we worshipped Orlanthi gods; the "old" gods just don't pack as much oomph, since there aren't as many people worshipping them as Orlanth and the gang.  Of course, most of us became initiates after we left the Isles, but there were few worshippers of Ygg and his buddies at home. In fact, one of our characters is a shaman of our local ancestor-worshipping cult; he's our magical powerhouse.

Of course, subsequent events have muddled the religious scene on Trond quite a bit. Of our originl characters, only three Trondlings remain; my first character, Valgrim Bull-Answers-Thrice, has been replaced by an awakened Herd Man who has been adopted into the Trondling's clan. Good thing, too, since the whole island was scorched to ashes by skyfire, and is now the home of hungry ghosts. (We sacrificed a captured werebear to them, and have eaten of his heart, which probably means we're in dire straits now that we've been away for over a year.)

I haven't discussed this part with Sandy, but I think that the Lightbringer influence on Trond has been a pretty constant thing, since the Yggs Isles are on the edge of western Genertela, a natural stop on the Lightbringers' Quest. On the continent, Malkioni influences were enough to swamp or expunge the Orlanthi culture, but on those godforsaken shards of rock (pardon me, I mean "at home"), the culture survived in its comparative isolation.

Oh, I forgot: my Herd Man, Fido Two-Big-Clubs, wants to lead a herd of awakened Herd Men back to Trond and teach them how to be Trondlings. How we're going to get them away from the Morokanth I don't know, much less how we're going to awaken a WHOLE HERD...


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