The Mythic Age
It began in the lost mists of creation. The world was made. The Old Gods of the Celestial Court have failed to maintain the world. The New Gods are rearranging the cosmos.
Everyone knows that First People were made by all the gods, working in harmony and conjunction to create a new form of life. It worked. They created the first mortals: Darhudan and Darhudana, Grandfather and Grandmother Life.
Grandfather and Grandmother Life are your oldest ancestors. They started life in the hands of the gods. They walked with the mighty, and were as they in those days. They had hundreds of children, who in turn had hundreds of their own. The cosmos was at peace, but slowly awareness started. Your clan’s awareness began when they recognized that they were different from other people.
1. The Council of Pairs
The Council of Pairs were eight Old Gods of the Celestial Court who embodied the great, opposing runic powers. They resided in the Cosmic Mountain at the center of the world and had equally contributed to the creation of Darhudan and Darhudana. However, each child of Grandfather and Grandmother Life favored one Old God over the others.
Which Old God did your clan ancestor favor?
- Acos, God of Stability
- Larnste, God of Movement
- Uleria, Goddess of Love
- Kargan Tor, God of Conflict
- Orenoar, Goddess of Truth
- Tylenea, Goddess of Illusion
- Harana Ilor, Goddess of Harmony
- Ratslaff, God of Disorder
- Add one check in the Stasis Power Rune ()
- Add one check in the Movement Power Rune ()
- Add one check in the Life Power Rune ()
- Add one check in the Death Power Rune ()
- Add one check in the Truth Power Rune ()
- Add one check in the Illusion Power Rune ()
- Add one check in the Harmony Power Rune ()
- Add one check in the Disorder Power Rune ()
2. The Treasured People
The Goddess Asrelia, the Empress Earth, gave out many treasures to the descendents of Grandfather and Grandmother Life. The treasure she gave your people awoke them from the formless Green Age and named them as something specific.
Which treasure did Asrelia give your people?
- The Rich Swan
- The Full Dish and Spoon
If you chose the Rich Swan, then your people’s awareness began among the emerging Feminine Universe. Give your clan one check towards the Wealth Resource and the Earth Elemental Rune and go on to the third question, “The First Ceremony.”
If you chose the Full Dish and Spoon, then your people’s awareness began among the emerging Masculine Universe. Give your clan one check towards both the War Resource and the Air Elemental Rune and go directly to the fourth question, “Umath Creates Freedom.” In either case, give your clan wyter an ability relating to this event.
3. The First Ceremony
At first, no one was ever hungry, for Asrelia contained enough to feed everyone. But suddenly some people were hungry! Ernalda stopped the hunger by teaching people how to do the right ceremonies. These allowed people to find her sister Esrola, who had been trapped behind a terrible mask by Angdartha, the cruel servant of the Bright Emperor. This was the first worship, one of the actions that separated mortals from deities.
What ritual did your ancestor lead?
- We did the Flax Dance. The people danced until the flax fell apart. They were tired, and while they rested Ernalda taught them how to make the flax into fibers.
- We did the Goose Dance. The people danced until the goose fell apart. They were tired again, and while they rested Ernalda showed them how to prepare all the parts of a goose — which parts made tools, costumes, and charms; and how to make it into portions.
- We did the Sacrifice Dance. The people danced until the crowd fell apart. They were tired again, and while they rested Ernalda showed some of them how to burn one portion of the goose to appease the messenger with the stick, and others how to cook the rest of the goose into food.
- We did not dance, but instead made the vessels in which the flax and geese were sacrificed.
Your ancestor was instrumental in this first act of compassion and renewal, which shows inherent Ernalda characteristics. Every Orlanthi woman performs this dance each year, and your ancestor was the first. Give your clan wyter an ability relating to this event. This event helps define your clan:
- Add two checks for the Earth Rune, and for the Life Rune and one for the Peace Resource.
- Add one check for the Earth Elemental Rune, one for the Harmony Rune, and one for the Morale Resource.
- Add two checks for the Earth Rune and one for the Magic Resource.
- Add two checks for the Earth Elemental Rune and one for the Wealth Resource.
4. Umath Creates Freedom
The Bright Emperor enslaved everyone and demanded absolute obedience from everything. But there was one force he could not control, and that was freedom. One little freedom became many, and they began to bring bigger freedoms. Finally, the Great Sky lay upon the Fertile Earth and begot Umath Ever-Changing, the First Storm, who would bring change to the Bright Emperor’s stagnant realm. Umath was an upstart god at first, with only a few crazy and dangerous brothers at his side. Gradually he gathered gods and people to his band and with their help reshaped the world.
When did your ancestors help Umath?
- Separating the Sky and Earth from each other.
- Defying the Bright Emperor.
Your ancestor was instrumental in this early act of violence and rapid change, which shows inherent Orlanthi characteristics. In addition to modifying your clan’s Air and Resources total, this event gives your clan a slogan:
- Your clan slogan is “Violence is always an option.” Give your clan one check in the Magic Resource and two checks in the Air Elemental Rune and one check of the Movement Power Rune.
- Your clan slogan is “No one can make you do anything.” Give your clan one check in the War Resource and three checks in the Air Elemental Rune.
Regardless of your answer, give your clan wyter an ability relating to this event and go on to the next question.
5. Why You Joined Orlanth
Death was the first thing that set people apart from the gods. Grandfather Life was the first to be killed with Death and afterwards was called Grandfather Mortal. Because of that, all of his descendents have been set apart from the gods, even after death came to the gods as well.
Umath was destroyed by the Emperor’s bloody lieutenant, the Red God Jagrekriand, which set off the horrible time called The Gods War. In that turbulent era, the parts of the world fought itself; gods grappled, and threw landmarks at each other. The Old Gods of the Celestial Court were destroyed and shattered.
Amid the destruction, the mortal peoples adapted to survive or died off. Different peoples had different ways to cope. Umath’s youngest and wisest son, Orlanth, was initially one of the many upstart, rebellious deities bent upon conquest of the world. Orlanth’s unique contributions at the time were his honor and his kinship to the deities of Air. Where the Bright Emperor sought to control people through fear, force, and hollow laws, Orlanth gathered his people by force of virtue, character, and example.
You originally joined the Army of Orlanth because...
- You knew he would be great right from the start.
- You met him when he was young and explored the world below the Great Mountain.
- He challenged the Bright Emperor to Contests of Dancing, Magic, and Music, and then killed the Emperor with his new weapon, Death.
- He found the new weapon called Death, and used it to kill the Evil Emperor at the Battle of Extinguish Field.
- He wooed Ernalda, won her heart, and created the Marriage Ring.
When your ancestors joined the army of Orlanth during the Gods War, they took upon themselves a part of Orlanth. Orlanth gave them great strength and they greatly increased in power. Give your clan wyter an ability relating to this event. Additionally, your answer modifies your clan’s runes as follows:
- Your clan gets three checks in the Air Elemental Rune. Clan members who initiate to Orlanth are +3 when calling on Orlanth for Divination.
- Your clan gets two checks in the Air Elemental Rune and a check on the Movement Power Rune.
- Your clan gets three checks in the Air Elemental Rune and two checks on the Movement Power Rune.
- Your clan gets three checks in the Air Elemental Rune and one check in the Death Power Rune.
- Your clan gets one check in the Air Elemental Rune and one check in the Harmony Power Rune.
6. Your Earliest Famous Event
You fought in the many wars that Orlanth undertook to conquer the world. These wars helped shape the world. Other more peaceful deeds shaped the world as well.
Your earliest Famous Event was:
- Battle of the Trembling Shore. Where Orlanth and his army raged against the salty gods of the sea, and drove them like froth in a storm.
- Battle of Extinguish Field. Where Orlanth met Yelm face to face in open battle, and Orlanth killed Yelm and scattered his army.
- The Thrinbarri Battles. Where Orlanth and his army fought against the sky warriors.
- The First Dragonslaying. Where Orlanth killed Sh’harkazeel the Mover of Heavens and took his Dragon Power.
- The Plundering of Aron. Where Orlanth and his army defeated Seravus the Enchanter and recaptured the Beasts.
- Onetree Exchange. Where Issaries showed Orlanth how to honorably challenge and exchange secrets with Genert.
- Roitina’s Purification. Where Roitina showed mortals how to live in harmony with the gods.
- The Ox-Taming. When Barntar tamed the Bull and harnessed oxen to the plow.
- The Fate-Weaving. When Ernalda first revealed the Tapestry of Destiny and the fate of the gods.
- The Pot-Making. When Pella the Pottery Goddess first made a pot to store grain in.
- The First Fire Day. When Ernalda tamed the Lowfires and put them to work for the women.
Give your clan wyter an ability relating to this event.
- Check Air Elemental Rune and the Morale Resource.
- Check Air Elemental Rune and the War Resource.
- Check Air Elemental Rune and the Wealth Resource.
- Check Air Elemental Rune and the Magic Resource.
- Check Air Elemental Rune and the War Resource.
- Check the Peace Resource. Give your clan the Communication Rune.
- Check Earth Elemental Rune and the Magic Resource.
- Check Earth Elemental Rune and the Wealth Resource.
- Check Earth Elemental Rune and the Magic Resource.
- Check Earth Elemental Rune and the Wealth Resource.
- Check Earth Elemental Rune and the Peace Resource.
7. Marriage of Orlanth and Ernalda
Orlanth wooed the forces of Earth and after many tribulations, adventures, and discoveries the storm god proved himself worthy of marrying Great Ernalda, the Earth Queen. The two of them created the Marriage Oath and thereby established a great harmony in the world through this sacred bonding.
You, a loyal member of Orlanth’s army, were there at the wedding. When you went into the ceremony, you were asked which side you wished to stand on: the right (Air) or left (Earth) side.
Which side did your ancestors stand on?
- We guarded the sacred circle.
If you chose Air, give yourself two checks in the Air Elemental Rune. If you chose Earth, give yourself two checks in the Earth Elemental Rune. If you guarded the circle, give yourself one check in the Magic Resource.
8. The Vingkotling Age
Vingkot was a son of Orlanth and the first great king of the Orlanthi people. The Vingkotlings were great, with full baskets and fat herds and always victorious over their foes. The people set up many altars where the gods lived and so established the relations of worship. King Vingkot led and sent many expeditions against the enemies who wanted to take it away. Vingkot is still worshipped for the great deeds he did, and for his leadership of the gods when Orlanth went away.
Vingkot married the Summer and Winter Wives and with them he had five sons and five daughters. The bloodline of Vingkot was unique and was necessary to be a king. Each son and daughter founded a Vingkotling tribe – except for the Second Son, who traveled to the edge of the world. Vingkot chose his eldest son Kodig to be the high king of all the Vingkotlings and his son’s bloodline, called the Kodigvari, were the Royal Tribe of the Vingkotlings.
When the world fell apart, Vingkot welcomed refugees and reorganized the devastated clans, so that all might survive. He asked you to shelter the people of a ruined clan, but let you choose what status to give them. You had the choice whether to make them into thralls (slaves) or adopt them into your clan.
Which remnant people joined you?
- Buf Gart, the “Hungry Women.”
- Ched Durkel, the “Strings.”
- Jars Antanggi, the “People of the Shadows.”
- Karantuel, the “Cloud Folk.”
- Korsto Viv, the “People of the Rivers.”
- Nalda Bin, the “Stick Farmers.”
- Aranto Viv, the “Axe People.”
- Eryain Ins, “The Blondes.”
- Forosto Jann, the “Deadly Archers.”
Your refugees had secrets of their own, which they shared with you once you had become one people. Give your clan wyter an ability relating to these people’s secrets.
- Add two checks to the Darkness Elemental Rune and one check to the Peace Resource.
- Add two checks to the Fire Elemental Rune and one check to the Peace Resource.
- Add three checks to the Darkness Elemental Rune and one check to the Magic Resource.
- Add three checks to the Water Elemental Rune and one check to the War Resource.
- Add two checks to the Water Elemental Rune and one check to the Wealth Resource.
- Add two checks to the Earth Elemental Rune and one check to the Wealth Resource.
- Add three checks to the Earth Elemental Rune and one check to the War Resource.
- Add three checks to the Fire Rune and one check to the Morale Resource. Your clan members often have blonde hair.
- Add two checks to the Fire Rune and one check to the War Resource.
What status did you give the refugees?
- We made them slaves, and called them thralls.
- We made them sheepherders, and called them cottars.
- We gave them equal rights as free people.
- Your clan keeps thralls.
- Your clan does not keep thralls.
- Your clan does not keep thralls.
9. Ancient Enemies
The foes of the Vingkotlings were many. As time went on, you found yourself fighting against the same foes over and over again. One enemy in particular plagued your people consistently during the era. Your ancestors fought these foes so often that they developed special magic to combat them.
Even today, your clan does not get along with the descendants of the Ancient Enemy, and your wyter is especially effective against them.
- Venebain the Lightfore, leader of the Fire Tribe, heirs to the Evil Empire.
- The Dragonewts, the dire dragon people.
- Mostal and the Stone Tribe, made up of the change-hating dwarrows.
- Chinkis Mor the Elf Warlord, who grew his forests across our plowlands.
- Ves Venna, the son of Valind who fought his own kin without honor.
- Jagrekriand the Red God, who broke Umath and hated Orlanth’s people.
- Tada the Green, Lord of Prax.
- Zzabur the Atheist, who tried to kill Orlanth with sorcery.
- Narga the Bad Dog, who hated Yinkin and the Vingkotlings.
- Deloradella, Queen of the Dark Tribe, the hungry eaters that ate everything in the wilds.
This gives you your clan's ancient enemy. Record them in the Enemies section of your clan profile. Give your clan wyter an ability that helps your clan fight against them. Your wyter will demand that your clan honors its ancestors by fighting your ancient enemy whenever you can. Your clan Hates its ancient enemy and peaceful relations with your enemy are impossible.
- Ancient Enemy: the Fire Tribe and its worshippers. Add one check on the War Resource.
- Ancient Enemy: Dragonewts. Add one check on the Magic Resource.
- Ancient Enemy: Dwarves. Add one check on the Peace Resource.
- Ancient Enemy: Aldryami. Add one check on the Wealth Resource.
- Ancient Enemy: the Forces of Winter. Add one check on the Peace Resource.
- Ancient Enemy: Alkoth. Add one check on the Magic Resource.
- Ancient Enemy: Praxians. Add one check on the Morale Resource.
- Ancient Enemy: Sorcerers. Add one check on the Magic Resource.
- Ancient Enemy: Dogs. Add one check on the Magic Resource. You claim descent from Yinkin.
- Ancient Enemy: Trolls. Add one check on the War Resource.
10. The Great Darkness
Eventually, the Great Darkness descended on Glorantha. Many gods died, others slept, and even Orlanth abandoned his people to try to save the world. Everything in the universe seemed hostile, and was at least uncaring. You saw many die and many strangers joined the surviving clans. The adoption rites were made at this time, and used extensively so that everyone could survive.
Which disaster nearly exterminated your folk?
- When the sun fell from the sky.
- When the sky rained burning blood.
- When the plants became carnivorous.
- The Great Fire.
- The Laughing Waves.
- The New Volcanoes (the Vent and Black Glass).
- The Chaos Gods.
- When the sky fell down.
- When the oceans burned away.
- When there was no food.
- When there was no air.
- When there was no love.
- When there was no fear.
- On the Plain of Salt.
- In the Great Winter Without End.
Your clan knows a specific myth regarding how it was nearly exterminated in the Darkness and how it managed to survive. Give your clan wyter an ability relating to this event.
11. The Chaos Wars
At last, only monsters, demons, formless Chaos, and their victims remained. Many were so terrible that nothing could withstand them. Clans, tribes, kingdoms, and nations disappeared in the terrible time. Some things could be resisted with fire, magic, and spear, and all peoples alive today descend from someone who survived that time. A particular foe pursued your ancestors; although you do not know why, you are still plagued by that form of Chaos.
What was your clan’s specific Chaos Foe?
- False Friends.
- The Hydra.
- The Thing with Many Bodies.
Write your clan’s chaos foe on the worksheet as an enemy. Give your clan wyter both an ability to fight that Chaos Foe and the flaw that it is plagued by that form of Chaos.
12. The Die Off
Even mighty Orlanth and his companions eventually abandoned all humans to their fate. Only a few deities, small ones or weak ones, remained. The world died. Even the greatest of the gods were locked into static lifelessness or were out of control as a destructive force. Only a handful of minor or diminished deities struggled on, helping and being helped by their human accomplices. Everyone who survived the Great Darkness did so because of a survival secret they learned. Most were saved by a Living God, who protected them until Orlanth and Ernalda eventually returned.
How did your clan survive the Great Darkness?
- We hid inside Brastalos, the No Wind, so the monsters could not find us.
- We strapped the bones of our dead parents on our feet, and escaped from the monsters by skating on the ice.
- We dug a hole in the ground and huddled inside, kept alive by the warmth of our sleeping kin.
- A star captain fell screaming from the sky, and his light led us safely through the Darkness.
Give your clan wyter an ability relating to this event.
- Add a check to the Magic Resource.
- Add a check to the Morale Resource.
- Add a check to the Wealth Resource.
- Add a check to the Magic Resource.
13. I Fought We Won
The entire world was on the brink of destruction, and it came down to one person to resist Wakboth the Devil. That person did, and so the world was saved. You learned in the initiation rites of your people that you were that individual. Heort the King is the one who teaches you this, and so you are called one of the Heortling peoples.
14. The Unity Council
King Heort guided your people out of the Great Darkness. He reinstituted sacrifice to the gods, organized the peoples into clans, gave out the new laws for society, and arranged the first new tribe. In his honor, you became Heortlings. He also arranged alliances with all the nearby Elder Races and formed the Unity Council. For the first time ever, humans and the elder races worked cooperatively. During this time of peace and cooperation, your ancestors made many unexpected allies.
Which allies were most important to you?
- The elves, who taught you to call them Aldryami.
- The Mostali, whom you had previously called dwarrows.
- The trolls, who now wanted you to call them Uz.
- The nomads of Prax, who had always raided our lands, but who shared common deities and hatred of Chaos.
- The dragonewts, who served the monstrous dragons in their unfathomable and alien ways, but feared Chaos as did you.
The Unity Council of Dragon Pass was a unique and extraordinary phenomenon. Many ancient feuds and hostilities were set aside for the sake of harmony. The unity allowed the peoples to cast off Chaos and to thrive in comparison with the rest of the miserable Darkness-plagued world.
You cannot choose the same answer as you did for your Ancient Enemy. Your hostility to that enemy blinded you to the advantages of the new age.
- Ancient Ally: Aldryami. Your clan knows a ritual to peacefully interact with the Aldryami. Add a check on the Peace Resource.
- Ancient Ally: Mostali. Your clan knows a ritual to peacefully interact with the Mostali. Add a check on the Wealth Resource.
- Ancient Ally: Uz. Your clan knows a ritual to peacefully interact with the Uz. Add a check on the Morale Resource.
- Ancient Ally: Praxians. Your clan knows a ritual to peacefully interact with the Praxian nomads. Add a check on the War Resource.
- Ancient Ally: Dragonewts. Your clan knows a ritual to peacefully interact with the dragonewts. Add a check on the Magic Resource.
Make sure to note down the name of your Ancient Ally on the clan sheet.
15. The Heortlings
Under King Heort’s leadership the clans prospered and soon his Heortling Tribe became many tribes. There are eleven ancestral Heortling Tribes. Everyone knows which one they belonged to during the Dawn Age, even though none of them exists any longer.
Which Heortling Tribe did your clan belong to?
We belonged to one of the ancient Vingkotling tribes founded by the children of King Vingkot but adopted the ways of Heort:
- We belonged to the Vestantes, the tribe of one of the Summer Daughters Vestene and her foreigner husband Goralf Brown. We lived in the north, in the lands now called Aggar.
- We belonged to the Koroltes, the tribe of the Summer Son, Korol. We lived near Kero Fin in the lands later stolen by the Grazelanders.
- We belonged to the Ogorvaltes, the tribe of one of the Summer Daughters, Orgorvale and her outlander husband Ulanin the Rider. We lived in the lands now called Sartar.
- We belonged to the Penentelli, the tribe of the Winter Daughter, Penene, and her husband Kastwall Five. We lived in the highlands of the lands now called Aggar.
- We belonged to the Infithtelli, the tribe of one of the Summer Daughters, Infithe and her husband Porscriptor the Cannibal. We lived in the land now called Tarsh.
- We belonged to Berenethtelli, the tribe of the Red-Haired Winter Daughter Redaylde and her horse-loving husband Bereneth the Rider. We lived in the north, in the land now called Saird.
We belonged to one of the tribes that were formed out of the remains of those destroyed during the Gods War. We followed a great hero who came down from the heavens and who provided us with flickering light during the Darkness.
- We joined the Liornvuli, named for Liorn the Young, star husband of Deleen daughter of King Kodig, the eldest son of Vingkot. We lived in the land now called Tarsh.
- We joined the Forosilvuli, named for Forosil Ferocious, star husband of Ornore Korolsdottir. We lived in the land now called Tarsh.
- We joined the Stravuli named for Stravul, the great hero who defended Dragon Pass in the Darkness. We lived in the lands now called Tarsh.
- We joined the Garanvuli, named for Garan, star lover of Serias, who defeated the Chaos Army and saved his lover at Whitewall. We lived in the lands now called Heortland.
- We joined the Sedenorvuli, named for Sedenor who descended to save his clan from Chaos. We lived in the land just north of the Shadow Plateau and feuded with the Koroltes until we were forced to move to the far north to a land now called Talastar.
Your tribe was founded by your ancestral hero. Write your ancestral hero on your character sheet. Your wyter gains abilities from your ancestral hero.
You are descended from one of the Vingkotling tribes and revere the long-gone sacred and royal bloodline of King Vingkot.
- Your ancestral heroes are Vestene Summer and Goralf Brown. Add a check to the War and Magic Resource.
- Your ancestral hero is Korol Summer. Add a check to both the War and Wealth Resources. Your clan dislikes Grazelanders, who stole your ancestral lands in the Third Age.
- Your ancestral heroes are Ogorvale Summer and Ulanin the Rider. Add a check to the Peace Resource. Your clan knows how to Ride Horses as a clan ability.
- Your ancestral heroes are Penene Winter and Kastwall Five. Add a check to the War Resource. Your clan knows how to Hunt as a clan ability.
- You ancestral heroes are Infithe Summer and Porscriptor the Cannibal. Add a check to the Peace Resource and a check in the Truth Rune. Your clan has the ability to make a Terrifying Shout as a clan ability.
- Your ancestral heroes are Bereneth the Rider and Red-Haired Redaylde. Add a check to the War Resource and the Movement Rune. Your clan has Horsemanship as a clan ability and Hates Dara Happans, an ancient foe in the Darkness.
You are descended from one of the Star Tribes who reforged themselves out of the ruins of the Vingkotling Kingdoms.
- Your ancestral hero is Liorn the Young. Add a check on the Magic Resource. Your clan wyter has the ability to Summon Shooting Star.
- Your ancestral hero is Forosil the Ferocious. Add a check on the Wealth Resource. Your clan wyter has the ability to Bless Cattle.
- Your ancestral hero is Stravul the Mighty. Add a check on the Magic Resource. Your wyter has the ability to Know Enemy’s Weakness.
- Your ancestral heroes are Garan the Low Star and Serias. Add a check on the War Resource. Your wyter has the ability to Fight Against Chaos.
- Your ancestral hero is Sedenor. Add a check on the Morale Resource. Your wyter has the ability to Fight Against Chaos.
War Clan or Peace Clan?
One of the great distinctions King Heort discerned amongst the clans was their tendency towards either peace or war. He divided the clans between War, Peace, and Balanced. Total your Resources at this time.
War Clan: If your clan favors the Air Rune and War is your most important Resource, you can choose to be a War Clan. Remove all your checks in Peace and give a corresponding number of checks to your War Resource. Give your wyter three Abilities to aid the clan in war and take away any peaceful Abilities it might have. Your clan has a shrine to a martial deity and must always chose fighting over negotiation or it loses its War Clan status (and its wyter loses its three war Abilities).
Peace Clan: If your clan favors the Earth Rune and Peace is your most important Resource, you can choose to be a Peace Clan. Remove all your checks in War and give a corresponding number of checks to your Peace Resource. Give your wyter three Abilities to aid the clan in peacemaking and negotiation and take away any warlike Abilities it might have. Your clan has a shrine to a peaceful goddess and must always chose negotiation over fighting or it loses its Peace Clan status (and its wyter loses its three peaceful Abilities).
Balanced Clan: Most clans are balanced and favor neither War or Peace. No special rules apply to Balanced Clans.
The Era of Time
While the rest of society worked to protect, feed, and just survive, the First Priests worked to re-establish links with the ancient deities. A new harmony between people and deities was made and the world was slowly improved. The gods returned from the Underworld with the First Dawn. Time and history began.
What deity did your clan help awaken?
- None. Our ancestors were good enough.
- Ernalda, the Mother Goddess.
- Orlanth, the Allfather.
- Lhankor Mhy the Knowing God.
- Issaries the Talking God.
- Chalana Arroy the Healing Goddess.
- None. We retained worship of the Living Deity who is:
- Elmal, the Suffering Sun
- Kolat, the Spirit Wind.
- Storm Bull, the Mindless Storm.
- Humakt, the Lord of Death.
- Yinkin, the Alynx God.
- Lady of the Wild.
Your clan has a strong connection to whichever deity they first helped awaken. Your clan will have a shrine to whatever deity they first awakened and that deity is an ancestor of your people.
The unity between peoples established during the Silver Age did not last forever. Terrible things happened, and great wars destroyed whole lands and peoples. Some peoples remembered the old ways to live in the new world, and so they survived.
Orlanth always encouraged personal ambition. No one thought there could be too much personal advancement until a priest named Lokamayadon took upon himself the powers of High Storm. He tried to replace Orlanth, peacefully at first and then by killing all who worshipped the God.
Many people went along with him because he was powerful, but most Orlanthi resisted, though it cost them greatly. Now everyone hates “Lokomoko,” who was revealed as a Chaos god.
How did you clan resist Lokamayadon?
- Fought ceaselessly, no matter how many of us were killed.
- Fought the High Storm when it was safe to do so.
- Pretended to go along with High Storm, and waited for a good time to rebel.
- We could not help ourselves; we were forced to follow him.
- We followed Lokomo because we did not know it was wrong.
- Add one check on the War Resource and one check on the Courage and Rebellious Virtues.
- Add one check on the Morale Resource and one check on the Cautious and Rebellious Virtues.
- Add one check on the Wealth Resource and one check on the Shrewd Virtue
- Add one check on the Peace Resource.
- Add one check on the Magic Resource and one check on the Ambitious Virtue.
17. Arkat the Liberator
Lokamayadon helped create a new god called Gbaji, which brought Chaos back. It would have destroyed the world except that the great hero Harmast Barefoot performed the Lightbringers Quest and brought back the destroyer of Gbaji.
Arkat was the destroyer. He was a man who had lived before, a sorcerous demon in the shape of a man, or maybe just a trickster. Arkat helped everyone, then betrayed them. He deserted his army when it fought Dara Happa and he finally even left Harmast in the clutches of his worst foe, so that he could betray the whole of humanity and become a troll. Everyone hates Arkat, even though he destroyed Gbaji and saved the world. It does not matter what fate your clan suffered at his hands— they suffered, but survived, and that is all anyone needs to remember.
What did your clan do when Arkat came?
- Raised all our forces to fight.
- Sent as many warriors as we could spare, but no more.
- Waited to see what would happen, then helped when we were sure he would win.
- Neither helped nor hindered.
- Add a check on the War Resource and a check on both the Rebellious and Courage Virtues.
- Add a check on the Morale Resource and a check on the Courage and Shrewd Virtues.
- Add a check on the Wealth Resource and a check on the Ambitious Virtue.
- Add a check on the Peace Resource and a check on Cautious.
Arkat the Traitor
How do you feel about Arkat's betrayal?
- Our honor was terribly offended and we demanded vengeance.
- Offended, but we still worked with him against Gbaji.
- We did not care, he is still a hero.
- He did not become a troll, not Arkat!
- Nothing, we were not involved.
- Your clan hates all things associated with Arkat. Add a check on the Vengeful Virtue.
- Your clan dislikes Arkat. Add one check in the Shrewd Virtue.
- Your clan holds Arkat a great but flawed hero. Add a check in the Forgiving Virtue
- Your clan reveres Arkat and hates those who claim he betrayed us. Add a check in the Loyal Virtue.
- Your clan has little interest in Arkat one way or another.
18. The Empire of Wyrms Friends
During the Second Age, a dragon approached you, in either its own form or that of a human with the soul of a dragon. The dragons had always been hostile, or at the very best utterly uncaring, but now it offered to share knowledge with you. Orlanth has always been the dragon-slayer, but many priests of other clans embraced these new ways and formed the EWF – the Empire of Wyrms Friends (). Your clan did not, or you would not be here now.
What was your attitude towards the dragons?
- Hostile—we fought against them.
- Negative—we resisted them, for we would never believe a dragon.
- Suspicious—we did not go along.
- Add a check in the War Resource and in the Courage and Rebellious Virtues.
- Add a check in the Magic Resource and in the Shrewd Virtue.
- Add a check in the Peace Resource and in the Cautious Virtue.
19. The Dragonkill War
The EWF was corrupted by the dragons and finally destroyed when the dragonewts killed its leaders.
Afterwards, several great armies invaded Dragon Pass from the north, east, and south. After decades of warfare, hundreds of dragons (including the great dragons) appeared, some as big as the sky, and ate every human being they found, hostile or otherwise. A few incredibly lucky people survived, said to number only ten humans. Any hatred people had for the dragons was replaced by unconquerable fear.
What lesson did your clan draw from the Dragonkill?
- Never try things that go against Orlanth’s way.
- Kings should rule, because priests make errors when they try to lead people.
- New things are usually bad.
- Knowledge itself is not harmful, only the way it is used.
- Be careful when making friends.
- Dragons are evil.
- It was lucky that we lived in Heortland at the time.
Regardless of your answer, your clan Fears Dragons and that Flaw is associated with your clan Keyword.
- Add a check in the Traditionalist Virtue and the Magic Resource.
- Add a check in the Loyal Virtue and the Morale Resource.
- Add a check in the Shrewd Virtue.
- Add a check in the Ambitious Virtue.
- Add a check in the Cautious Virtue.
- Add a check in the Vengeful Virtue. Your clan Hates and Fears Dragons.
- Add a check in the Wealth Resource.
After the Dragonkill a series of death runes were carved in stone and erected as the Cross Line, beyond which lay a land forever cursed. “Beyond that line is dragon, this side is us. None may cross except to make pain, horror, and terrible death.” For centuries, no one even went close to it. Anyone who dared to cross northward was never heard from again.
20. The Third Age
At some point, the actions of ancestors are less “something that they did” and more “something that we did.” That point comes now.
After the Dragonkill, your ancestors lived in Heortland. The Hendrikings ruled Heortland from the great fortress of Whitewall, themselves allies of Ezkankekko the Only Old One, a Darkness demigod who lived in a huge volcanic palace on the Shadow Plateau. Ezkankekko ruled with justice and indifference, collected tribute, and kept the peace.
One day, 193 years after the Dragonkill (1313 S.T.), a man swam ashore and caused trouble in the land of Kethaela. Over the next five years he fomented war and rebellion against Ezkankekko, rightful ruler since the Dawn of time. He made enemies, found new friends, woke Silver Age heroes, and finally overthrew the rulers and deities of the Shadowlands (1318 ST). Their conflict released cosmic powers, and the Obsidian Castle shattered, covering the verdant plateau with black dust. The usurper killed Ezkankekko, and thereafter called himself the God-King.
This God-King went throughout Kethaela and established his rule. When he came to the kingdom of the Hendrikings in Heortland, he used deceitful magic to overcome the Hendrikings. He destroyed the ancient Hendriking tribe and Heortland became part of his own kingdom. Whoever could not change got their people together and moved.
By the time the God-King came to Heortland and started a civil war, you heard that the lands to the north (in forbidden Dragon Pass) were now open to humans. The movement of clans there is called the Resettlement. Your clan was one of these clans.
Why did you leave your homeland?
- We hated the God-King.
- Some of us hated the God-King, but others liked him, so our clan split to avoid kinstrife.
- We loved the God-King, and wished to make Dragon Pass part of his rule.
- We wanted a dangerous new life.
- We were poor and wanted to be rich.
- It was a new place to explore.
- Add a check on both Traditionalist and Rebellious Virtues. Your clan hates the God-King.
- Add a check on the Traditionalist and Justice Virtues.
- Add a check on the Loyal Virtue.
- Add a check on the Ambitious Virtue.
- Add a check on the Shrewdness Virtue and a check on the Wealth Resource.
- Add a check on the Magic Resource.
You settled in the best lands you could find and hold. and farmed and raised livestock as was appropriate for those lands.
What sort of lands did you settle?
- Hills and Highlands, good for herding sheep and defending against foes.
- River Bottoms, good for intensive farming.
- Flatlands, good for raising cattle and farming.
- Wildlands, only good for hunting.
- Add 2 checks to War. Your clan has the Sheep Herding ability.
- Add 2 checks to Wealth. Your clan has the Intensive Farming ability.
- Add a check to War and 1 check to Wealth. Your clan has the Livestock and Small Farming ability.
- Your clan has a special Hunting Ability. Reduce your Wealth by 1 check and add 2 checks to War.
21. New Enemies
The Haunted Lands of Dragon Pass were not unoccupied. The Elder Races had thrived here away from humans as had remnants of peoples forgotten elsewhere. The Elder Races and their allies resisted our resettlement of our ancient lands.
Which of these people most resisted your arrival?
- The Aldryami, who fought you when you cut down their woods.
- The Beastfolk who said that all the land was theirs.
- The Tusk Riders, who wanted to sacrifice you to their gods.
- The Grazers, who objected to you fencing in their lands and made your kin slaves.
- The Mostali, who claimed you ruined their schedule.
- The Praxians of the Prax desert, who tried to rob you.
- The Undead of the Upland Marsh, who hate the living.
- The Uz, who thought you would be good to eat.
If your new enemies are the same as your Ancient Enemies in Question 9, add a check on the Magic Resource and the Traditionalist Virtue. Whether these are old enemies or new, your clan hates its Enemy and gains a clan ability to fight against them. Write down this New Enemy on the clan sheet.
- Enemy: Elves. Add a check in the Wealth Resource and the Vengeful Virtue.
- Enemy: Beastfolk. Add a check in the Shrewd Virtue and the Ambitious Virtue.
- Enemy: Tusk Riders. Add a check on the Courage Virtue and the Justice Virtue.
- Enemy: The Fire Tribe and its worshippers. Add a check in the Proud Virtue and the War Resource.
- Enemy: Dwarfs. Add a check in the Generous and Reckless Virtues.
- Enemy: Praxians. Add a check in the War Resource and the Shrewd Virtue.
- Enemy: Delecti the Necromancer. Add a check in the Courage and Vengeful Virtues. Your clan Hates Undead.
- Enemy: Trolls. Add a check in the Courage Virtue and the War Resource.
22. The New Tribes
As clans settled, they began to fight one another. Some were conquered, some received tribute from dozens of others, and some formed alliances. These were the early tribes. Look at the tribal map on page 222 and pick the tribe your clan joined. Try to pick a tribe with territory like that you chose in Question 21.
Which tribe and confederation did your clan join?
- Aranwyth, the Cloud Tribe
- Balkoth Tribe, the Goatsuckers
- Balmyr Tribe, the Poets
- Cinsina Tribe, the Wolfslayers
- Colymar Tribe, the Proud
- Culbrea Tribe, the Foremost
- Dinacoli, the Wealthy Tribe
- Dundealos Tribe, the Jaldonkillers
- Kheldon Tribe, the Most Noble
- Locaem Tribe, the Spears
- Lismelder Tribe, the Most-Clever
- Malani Tribe, the Swords
- Pol Joni, the Bastards
- Sambarri, the Thrallholders
- Torkani, the Troll Lovers
If you previously had any of these tribal enemies, give yourself an additional check in the Magic Resource and the Traditionalist Virtue.
- Add a check to the Traditionalist Virtue and Hostile to Lunars. Enemy: Praxians.
- Add a check to the Wealth Resource and to the Adaptable Virtue. Enemy: Praxians.
- Add a check to the Vengeful and Hospitality Virtues. Enemy: the Malani Tribe.
- Add a check to the Morale Resource and the Courage Virtue. Enemy: Telmori.
- Add a check on the Magic Resource, to the Proud and Traditionalist Virtues, and to Hostile to Lunars.
- Add a check on the War Resource, the Courage Virtue, and Hostile to Lunars. Enemy: Telmori.
- Add a check on the Wealth and Peace Resources, and to the Ambitious Virtue. Although your tribe has traditionally been part of Sartar, it now is allied to Alda-Chur.
- Add a check on the War Resource, to the Vengeful Virtue and to Hostile to Lunars. Enemy: Praxians.
- Add a check to the Peace Resource, the Piety Virtue, the Magic Resource and to Hostile to Lunars.
- Add a check to the Wealth Resource and to the Ambitious Virtue.
- Add a check to the War Resource and to the Courage and Shrewd Virtues. Enemy: Delecti the Necromancer. Friend: Ducks.
- Add a check to the War Resource, and to the Courage, Honor, and Vengeful Virtues.
- Add a check to the War Resource, the Vengeful Virtue, and Hostile to Lunars. Your clan has the Horse-Riding ability. Enemy: Praxians.
- You keep thralls. Add a check to the Wealth Resource and the Shrewdness Virtue.
- Ally: Trolls. Add a check to the War Resource and the Shrewd Virtue. Enemy: Telmori.
23. King Sartar
About a hundred and fifty years ago, a man named Sartar came to your land of warring tribes. His ways were new and strange, but his magic was powerful. He made this place into the kingdom that now bears his name.
Which of Sartar’s deeds do you most admire?
- He performed many miracles, and never lifted weapons against his foes.
- He made peace with the wolf beast Telmori.
- He united the tribal kings.
- He built cities and roads.
- He sponsored temples and libraries.
- He married the Feathered Horse Queen and became King of Dragon Pass.
- He immolated himself in a bolt of lightning and rose into the sky, leaving behind the Flame of Sartar.
Regardless of your answer, give yourself a check to your Wealth Resource as a result of the prosperity of the kingdom of Sartar.
- Add a check on the Peace Resource and the Piety Virtue.
- Add a check on the Peace Resource and the Honor Virtue.
- Add a check on the Morale Resource and the Justice Virtue.
- Add a check on the Wealth Resource and the Ambitious Virtue.
- Add a check on the Magic Resource. Additionally, your clan has some connection to one of the Lhankor Mhy temple-libraries in Sartar,
- Add a check on the Peace Resource and Proud Virtue.
- Add a check on the Magic Resource and the Piety Virtue.
24. The Lunar War
Recent times include everything within the memory of people now in the clan. These events are part of living memory, not ceremonial memory.
High King Sartar exchanged ambassadors with the King of Tarsh to promote peace and trade. Men and women in red robes came after his apotheosis, and for the first time people in Sartar learned about the Lunar Goddess. The Red Moon had risen in 1247, a bad omen that surprised and frightened the Heortlings. Everyone became uncomfortable when they learned that the red missionaries worshipped the red thing in the sky, for all the Sartarite prophecies warned that the Red Moon was a foe. Nonetheless, the Red Goddess’ missionaries came through Sartar, seeking converts to her way.
How did you react when the Lunar missionaries came to your clan?
- We killed them.
- We took them as thralls.
- We drove them off, or at least refused to let them enter our steads.
- We gave them hospitality.
- We welcomed them, and listened to their interesting new doctrines.
- Add three checks on Hostile to Lunars, a check on the War Resource, the Traditionalist, and Vengeful Virtues.
- Your clan takes thralls. Add two checks on Hostile to Lunars, a check on the Wealth Resource, and the Traditionalist Virtue.
- Add a check on Hostile to Lunars and on Cautious.
- Add a check on the Hospitality Virtue.
- Add a check on Friendly to Lunars and on the Ambitious Virtue.
25. Tarkalor's War
The Lunar Empire conquered Tarsh many years ago. They tried to conquer Sartar as well. The great High King Tarkalor led everyone to years of victory, until his terrible defeat at Grizzly Peak.
How did your clan participate in this war?
- We gave no quarter, and expected none.
- We fought honorably, but not recklessly.
- We sent as few warriors as we could get away with.
- We argued for peace.
- We would not fight our Lunar friends.
- We were paid to ally with the Lunars, and fought our neighbors.
- Add a check to the War Resource, to the Rebellious and Courage Virtues, and to Hostile to Lunars.
- Add a check to the War Resource, to the Honor Virtue, and to Hostile to Lunars.
- Add a check to the Morale Resource, to the Shrewd Virtue, and to Hostile to Lunars.
- Add a check to the Peace Resource and to the Cautious Virtue.
- Add a check to the Peace Resource and to Friendly to Lunars.
- Add a check to the War Resource, to the Ambitious Virtue, and to Friendly to Lunars.
26. Defeat and Occupation
16 years ago, the Lunars won the war and occupied Sartar. They closed down the city temples of Orlanth, levied taxes, and enslaved those they deemed criminals or rebels. They imposed many laws that were impossible to obey, just so they had excuses to tax the clans and arrest anyone.
How did your clan react to the Lunar overlords?
- Many of our people abandoned their land and took to the hills as rebels.
- We spat in their faces.
- We chose to bide our time until a good day for rebellion came.
- We accepted their rule, but did not love them.
- We pledged our loyalty to them.
- Reduce your Wealth Resource by one check. Give yourself a check in the War Resource, to the Rebellious, Shrewd, and Vengeful Virtues, and to Hostile to Lunars.
- Reduce your Wealth by one check. Add a check in the Magic Resource, the Courage, Rebellious, and Vengeful Virtues, and to Hostile to Lunars.
- Add a check in the Morale Resource, to the Cautious and Shrewd Virtues, and to Hostile to Lunars.
- Add a check in the Peace Resource and to the Cautious Virtue.
- Add a check to the Wealth Resource and to the Ambitious Virtue.
With no Orlanthi king on the throne of Sartar, many of your countryfolk took advantage of the opportunity to settle old grudges or steal land from neighbors. The tribes fell to fighting with one another. Clans from several tribes attacked the Telmori Tribe of wolf-people, for example. The Imperial troops mostly kept to their cities and roads.
What was your role in this infighting?
- Our chieftain settled disputes, giving away cattle when necessary. We earned the respect of the other clans and tribes, but at great cost.
- We argued that the mere absence of a king should not suspend Heort’s laws.
- We struck against those who had offended us in the past.
- We lamented this dishonorable violence.
- We attacked the Telmori, a werewolf people that has never worshipped our gods. To those who lent aid, cattle were given and Lunar taxes lifted.
- We fought to expand our clan boundaries, at the expense of weak neighbors.
- We tended to our crops, and everyone else was too busy fighting each other to bother us.
If you receive a neighboring clan as an enemy, your narrator should name this clan.
- Reduce your Wealth Resource by one check. Add a check in the Peace Resource and two checks in the Just Virtue.
- Add a check in the Peace Virtue, and a check in the Just and Loyal Virtues.
- Enemy: Neighboring Clan. Add a check in the War Resource and in the Vengeful Virtue.
- Add a check in the Wealth Resource and in the Shrewd Virtue.
- Enemy: Telmori. Add a check to War Resource, the Courage Virtue, and the Piety Virtue.
- Enemy: Neighboring Clan. Add a check in the War Resource, the Ambitious, and Shrewd Virtue.
- Add a check in the Wealth Resource and in the Cautious and Shrewd Virtues.
28. Starbrow's Rebellion
Five years ago, many clan chieftains and tribal kings, led by the Kheldon Queen, Kallyr Starbrow, took part in an uprising against the Lunars. Perhaps your chieftain knew, from experience in previous wars, what might occur here.
What did you do when Kallyr’s emissaries came to you?
- We sent all our warriors to fight.
- We sent some warriors to fight.
- Some warriors fought even though we forbade them to.
- We said it was not the time for rebellion.
- We did not help, and afterwards criticized Kallyr for her reckless actions, which caused so much harm.
- We warned the Lunars of Kallyr’s plans, to avoid reprisals.
- Reduce your Wealth checks by two. Give yourself a check in the Courage, Rebellious, and Reckless Virtues, and two checks in Hostile to Lunars.
- Reduce your Wealth check by one. Give yourself a check in the Honor, Piety, and Rebellious Virtues and a check in Hostile to Lunars.
- Add a check in the Shrewd Virtue and in Hostile to Lunars.
- Add a check in the Cautious Virtue.
- Add a check in the Wealth Resource, Shrewd Virtue and in Friendly to Lunars.
- Add a check in the Shrewd and Cautious Virtues and two checks in Friendly to Lunars.
29. Prince Temertain
When the Lunars conquered Sartar, they sent assassins, demons, and gods to kill all heirs of the House of Sartar. However, during Starbrow’s Rebellion an heir was found in the south, a scholar named Temertain. He claims to be the “Philosopher King.” His dynastic blood was proven, but he could not light the Flame of Sartar that the Lunars extinguished in 1602. So far, his philosophy seems to primarily involve close collaboration with the Lunars. However, even Lunar supporters know that he is weak, just a Lunar puppet.
What does your clan think of Prince Temertain?
- We hate him, but there is nothing to be done.
- We dislike him, but he could be worse.
- We think he is incompetent, but tolerable.
- Add a check in the Shrewd Virtue.
- Add a check in the Cautious Virtue.
- Add a check in the Wealth Resource and the Ambitious Virtue.
30. The Duck Hunt
The Lunars blamed Starbrow’s Rebellion on the durulz or ducks, one of the beastpeople who had been loyal to Sartar. A proclamation was made that any Sartarite who delivered the body of a durulz, dead or alive, would be relieved of one year of the heavy tribute imposed by the Lunars.
Did your clan participate in the Duck Hunt?
- Enemy: Ducks. Give yourself a check in the Wealth Resource.
- Reduce your Wealth Resource by one.