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Evilroddy.
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April 16, 2014 at 10:30 am #5397
Niall
SpectatorAbout four years ago i sat down and began mapping out Sog’s ruins in Prax, for a game i planned set in the Third Age. It was large, on the edge of a swamp and filled with Broo, Undead and watery Spirits. It had occasional magical linkage with the sea and was starting to look rather good. As is the way with busy lives I put it aside and came back to it yesterday…
And can’t find it…Whoops and face palm. Back to the drawing board.
I was wondering has anyone else based a game there, if so what happened, what was there?
From a canonical point of view what is there now? How big is it? Smaller than the big Rubble, but larger than Feroda?
Are there any Praxian stories about the place that local nomads would know? Is it a place to be avoided?
April 16, 2014 at 12:28 pm #7571Keith Nellist
SpectatorIn my game, set in the 2nd Age, the Port of Sog was still an active sea port. The site was originally where the Sounders River entered the Ocean (or where Sounders River invaded the land) until Waha! diverted it with the Good Canal. In the Third Age, the Port is silted up and ruined. Angry River and Waertagi ghosts haunt the place, making it unpleasant for nomads, and almost everyone else. There may be caves, or hidden places, and deep canyons where the river once flowed before Time and before Waha!.
April 16, 2014 at 5:52 pm #7577Niall
SpectatorThank you Keith.
April 20, 2014 at 10:42 pm #7612Bohemond
SpectatorMy Praxian campaign had a brief stopover there. About all that I can remember was that they had to deal with sentient quicksand (it could follow them around) and there was a fountain of glass with a water elemental living it that they wound up negotiating with. I seem to remember having gotten those ideas from some ancient post about Sandy Petersen’s campaign, so I can’t really claim them as my own ideas.
April 27, 2014 at 7:07 pm #7714Arkat
SpectatorIn my old school style Glorantha campaign (more about adventure than myth), Sog’ Ruins are Jennell Jacquays’ classic Caverns of Thracia. Actually, Caverns of Thanracia, names after Thanrax the fair. There are Thanatar cultists, Jrusteli soldiers frozen in time, and a mummified Inhuman King all down there. One of these days my players will get there…
May 8, 2014 at 7:34 pm #7819Evilroddy
SpectatorSog’s Ruins was a truly frightening place in my campaign. Most of the ruins were submerged by the sea but part of the old town was built on high ground over looking the port and dry docks. In these ruins and the catacombs beneath them lurked all sorts of horrors. Being tainted by the Jrusteli curse there were demons and spirits which guarded forbidden knowledge and artifacts. Part of the ruins was inhabited by the followers of a charismatic priest of Gark the Calm who regularly sent out parties to recruit the hapless and gullible to come and join the “Children of Tranquility” in their haven somewhere deep in the Prax. It was like a hippie commune with a very dark secret. There was also a community of Broo which lived around the ruin’s edges and acted as an ad-hoc security force for the followers of Gark. Finally there was a very old and quite feral vampire with greatly diminished mental capacity which hunted the ruins and terrorized all who dared to venture into the ruins. This vampire was inspired by the one in the Sun County module for RuneQuest III but was less powerful and far more dangerous due to his predatory cunning.
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