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except for the text of Green Shargash which is
Copyright © 2007
Rob Helm

Homeland: Ygg Islands

By Rob Helm

Note! This is a fan contribution. The information may be contradicted by official material.

Stop, stranger! Which is your ship, and who is its master?

The Ygg Islands are fiery toeholds of rock in a sea of ice, swept by storms and shaken by volcanoes. Their wild inhabitants, the Yggites or Ygglings, also live in the river valleys and coasts of Winterwood. Barren lava, thin tundra, and dark, unfriendly forests dominate the islands, so the Yggites have turned outward to the sea.

Yggites divide themselves into three classes: nobles, commoners, and slaves. Nobles fish, hunt, and raid on the seas, supported by wives in coastal villages. Commoners tend tiny farms and herd shaggy goats beneath smoking island peaks, or hunt the dark, frigid forests and windswept tundras. Slaves draw water, cut wood, and pull the plow until they are traded away or sacrificed to the gods. Yggites are quick to fight and fiercely defend their rights, but are equally quick to adapt to strangers and strange places.

Yggite Homeland Keyword

Occupations Available:

Men -- Farmer, Fisherman, Hunter, Merchant, Sailor (see Men of the Sea, p. 9), Warrior.

Women -- Entertainer, Healer, Steadwife (see Thunder Rebels, p. 167).

Native Abilities:

Boating, Endure Cold, Forest Survival or Island Survival, Speak Yggite, Yggite Customs, Yggite Geography.

Men only -- Spear and Shield Fighting, Fishing.

Women only -- Spinning and Weaving, Preserve Food.

Native Flaws (not always present):


Typical Personality:

Adaptable, Combative, Fear Dragons, Hate Loskalmi, Hate Rathori, Practical, Protective of Rights.

Typical Relationships:

To Ancestors, To Household, To Clan.

Magic:

Common magic, Ygg pantheon (theism), Udiarggu practice (animism).

Common Names:

Men: Agseli, Dopias, Erggi, Gaarle, Hezzu, Marggu, Niglas, Olli, Reddu, Sanderi, Valendin.

Women: Aela, Birgae, Eeva, Dejiva, Gadarina, Garola, Hanna, Ilda, Jenna, Maridda, Oona, Ulla, Vilma, Zaara.

Origin

The goddess Liizi brought the first of the Ygg Islands up from the bottom of the sea in a burst of steam and smoke, and she has steadily added to the islands ever since. Her sister is Maeri, who commands all the wealth of the seas. Ygg the sea storm, son of a glacier, took them as his wives after escaping from the treacherous uncle Orlanth, who stole many of his boons.

The Yggites arrived in ships, and each ship founded a clan of one or a few villages. Clan chiefs organize raids and put down disputes with their circles of warriors. Yggites live in households of several related families which share a half-buried longhouse. Household chiefs carve their stories on supporting pillars in the houses, extending the stories already carved there by their ancestors.

At Sunstop the Yggites were already on the islands. They exploited the Gbaji Wars of the suicidal easterners to raid and settle along the coasts. Ygg's people suffered under the God Learners, who occupied the islands and whose cursed castles still speck the landscape. Brond the Carver at last created the Great Longship, which smashed the Howling Fleet of the sorcerers and freed the islands.

The Closing was a disaster for the Yggites, preventing whaling and raiding. Thousands of people starved despite a frenzy of human sacrifices. Dormal the Sailor then arrived and taught the Yggites to cross the seas again. In his wake came the Loskalmi sorcerers, who ruled the islands for a time. Orstando Black Wolf discovered the secret of the longship, became the first Champion of Ygg, and pushed many of the Loskalmi out, but they still hold the town of Coldfort.

The Yggites suffered a major blow in 1617 when a foreigner, Harrek the Beserk, became Champion of Ygg and took over half the population with him to sea, leaving the Yggites weakened before Loskalm. But each year, more young men die in the wilds and return transformed, ready to take invaders for Udiarggu.

Common Religions

Boon Feats

Nobles are those who have inherited boons, rights to ancestral names, songs, carved designs, and feats. Boons can be inherited through either parent, and families often fall into violent conflict over inheritance of boons.

Feats: Call Flotsam, Captivating Voice, Carve Story, Catch Spear, Cool Anger, Drive the Lazy, Escape Through Smokehole, Expose Thief, Howling Wind Wolf, Impressive Gift, Plow Ahead, Rally Household, Sharpen Blade, Shout Down Rival, Smell Loot, Subdue Captive, Trace Ancestry, Wound With Words

The First Ones

The Yggites pushed many people aside, but the first inhabitants of the land are still there. Only commoners and slaves use these powers, but some "thunder egg witches" become powerful by abandoning other gods for the First Ones. (See "Selfrock Teaching" in HeroQuest, p. 108)

Charms -- Be Like a Rock, Cut Wood, Glide Over Land, Put Down Roots, Scurry Up Tree, Sharpen Obsidian, Sprout Seeds, Turn Earth, Wait Patiently

Feats -- Burrow Deep, Crack Stone, Cross Ice, Harden Snow, Pierce Mist, Shed Water, Silence Spouse

Spells -- Call Lover, Escape Into Sea, Hide Family, Just the Wind, No Loot Here, Scratch Warning, Shut Out Storm, Walk On Fire

Talents -- Carry Water, Follow Sun, Hide in Crevice, Kiss Away Cold, Leave False Trail, Look Busy, Throw Rock

Specialized Religion -- Yggite Pantheon

Most Yggites worship Ygg and his companions. Men typically join one of the many subcults of Ygg (See "Ygg of Threestep Isle" in HeroQuest, p. 127). Each subcult teaches Ygg's two core affinities with some unique feats, and a third affinity specific to the subcult. Women mostly worship the mother goddesses, Liizi and Maeri, who teach the secrets of raising children, preserving food, and managing large, fractious Yggite households while the men are gone. Some men worship Udiarggu instead of or in addition to a god of the Yggite pantheon, and a few lower-class Yggites join churches or rely exclusively on common magic. Some specialists call on accepted foreign gods such as Dormal (see Men of the Sea, p. 17) and Donandar (see HeroQuest, p. 111).

Yggites generally shun Orlanth and distrust his companions.

Abilities:

Know Yggite Pantheon Myths, Worship Yggite Pantheon.

Virtues:

Brave, Dynamic, Proud, Ruthless, Shun Orlanth.

Relationships:

To Temple

Magic:

Divine Aid.

Other Side:

The Great Sea is tumultuous lands of violent storms, shifting ice floes, and burning mountains, where the gods and their worshippers live great ships and ice floes, fighting, hunting, and feasting.



Sample Deities

Entertainer: Daija the Singer, who collects ancient stories and treasures in her cave beneath the earth.

Affinities -- Ancestors, Storytelling, Treasure

Farmer: Doeno the Goat

Affinities -- Farming, Goat, Labor

Fisherman: Ygg the Fisher

Affinities -- Fishing, Northern Sailing, Sea Storm

Healer: Noora the White Woman, who heals the scars of the land.

Affinities -- Heal Wounds, Cure Disease, Snow

Hunter: Ygg Sea Hunter

Affinities -- Sea Hunting, Northern Sailing, Sea Storm

Hunter: Udiarggu Wild Man

Spirits -- Hunting, Wild Man, Wilderness

Merchant: Zary Wealth Finder

Affinities -- Communication, Merchant, Northern Sailing

Sailor: Ygg Ship Master

Affinities -- Northern Sailing, Sea Storm, Ship

Steadwife: Liizi Land Mother

Affinities -- Fire, Land, Growth

Steadwife: Maeri Sea Mother

Affinities -- Mother, Sea, Wealth

Warrior: Valind Winter King (see Storm Tribe, p. 234)

Affinities -- North Wind, Snow Storm, Winter King

Warrior: Ygg the Raider

Affinities -- Northern Sailing, Raiding, Sea Storm

Warrior: Udiarggu Wild Man

Spirits -- War, Wild Man, Wilderness

Reasons to Have Left Home

You followed Harrek to raid the great eastern lands, or maybe you just got tired of scratching out a living in the middle of nowhere.

Udiarggu Wild-Man (Independent Practice)

Udiarggu kidnaps the spirits of the young to his Dark Wilderness under the earth. Those who return become great hunters and terrifying warriors. The practice varies widely from place to place, because each circle knows a few local spirits willing to serve the practice. Secret seasonal rites take place in the wilderness on Wild Day, Disorder Week.

On the high holy day (Wild Day, Disorder Week, Dark Season), spiritists of the practice can become practitioners. Udiarggu takes the spiritist to the Dark Wilderness to hunt for his first practice spirit and bind it into a fetish. During the journey, the spiritist's body behaves as if insane, scratching, biting, running away, and finally falling into a deathlike catatonia. Practitioners who repeat this journey can create fetishes with any type of spirit, even spirits from other traditions and practices.

Entry Requirements:

None special, but almost all members are men.

Religion or Homeland:

Yggite

Abilities:

Follower of Udiarggu, Udiarggu Practice Knowledge, Club Fighting, Open Spirit World, Spirit Face, Wilderness Survival

Virtues:

Moody, Reckless, Savage

Practice Spirits:

Wild Man spirits -- Bite Living Flesh 14, Hide In Own Mind 20, Fearsome Howl 17 to 1W.

Hunting spirits -- Slow Game 17, Hear Trail 18, Move Silently 15 to 1W.

War spirits -- Beserk Attack 17 to 5W, Fight While Dying 20.

Wilderness spirits -- Point to Nearest Food 15, Invisible Shelter 10 to 15, Ignore Cold 18.

Spirit Ally:


Secret:

Die and Return ritual. The caster matches the combined ratings of the secret and his Open Spirit World ability against a resistance of 10W3 in a contest. Ritual magic and community support bonuses apply. On any victory, the caster or a selected target travels to the Dark Wilderness and returns with a new spirit bound into a fetish. Spiritists will always gain a practice spirit and become practitioners. Practitioners can gain any kind of spirit, determined by the type of spirit sought, the level of victory, and the whim of the narrator.

Practice Secret Requirements:

Follower of Udiarggu 1W2, Open Spirit World 1W2, Wilderness Survival 1W2.

Charms and Fetishes:

Udiarggu fetishes are slivers of human bone inserted in the practitioner's flesh.

Other Side:

The Dark Wilderness is alternately a howling tundra or a lightless forest depending on the mood of the Udiarggu, who brings his followers there to hunt and train before they are reborn.

Disadvantages:

Udiarggu practitioners are feared as dangerous lunatics, and sometimes those fears are well-founded. They have no shamans and do not make charms for spiritists or outsiders. Spiritists must become practitioners on the next high holy day after they join the practice.

Acknowledgements

Thanks to Jörg Baumgartner, David Dunham, Edan Jones, Peter Metcalfe, Jeff Richard, and Greg Stafford for information and comments on this topic.

 Latest revision: 17 Jan 2007, new
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