Sartarite cities

From: Mikko Rintasaari <>
Date: Mon, 25 Sep 2000 16:23:57 +0300

I wrote:
>>I've described Aldachur to my gamers as having huge earthworks defenses
>>(and some walls atop some of them), and being fairly open inside, with
>>longhouses and such.
>Although you are correct on the longhouses (Glorantha: Intro describes
>many of the Tarshite cities as "...a patchwork of old Orlanthi longhouses
>alongside marble-clad buildings", but note that the longhouses are only
>for the buildings of the rich and famous as most Sartarites live in
>smaller steads.
>I don't see them as being fairly open. Crampness is a fairly common
>feature of all towns and cities not just medieval ones. Hazard Fort
>shows every house with its own garden plot but that is a fairly new
>settlement and the garden plots are inside for security reasons.

>- --Peter Metcalfe

Aldachur was actually a bad city for me to choose as an example.

I was mostly thinking of the cities that Sartar convinced the tribes to build (and raised the walls for). Also my campaign is in the year 1600ST, so there is no direct influense from the Empire.

The cities, as far as I know, were built to serve as common ground for the tribes. Most of the population of Sartar live outside the cities, and I can't really see the Sartarites wanting to cram themselves into hellholes like New Pavis (which is another kettle of fish altogether).

I'd like to see Sartar's wall raising magic as something based on the traditional earthworks, parhaps strengthened with stone.

I think the most important function of the cities and towns of Sartar is trade between the tribes (especially within the city ring).


How do you people think the bloodlines and clan membership's work within the cities, and how big are the sartarite cities supposed to be anyway?


I think I think... Therefore I think I am.

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